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Ordo Abchao
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Posted - 2003.10.30 04:47:00 -
[1]
I look at what shield tanks have to lose, and then i look at the armor tanks. At the moment shield tanks lose nothing when they take shield damage, they can just regenerate and all is well. This is not the case for armor as once it drops below 75% you start taking an accelerated ammount of structural damage. At one point armor was better than shields, but that time has passed thanks to the addition of shield amps which allow the shield tanks to regenrate 30% more shields per burst.
What my problem is that whenever i have been killed on the test server with an armor tank, it wasn't because my armor was depleted, it wasn't because my cap was low, it was because my hull collapsed.
How it is right now in the game, shields have an obvious advantage over armor, and i think some changes should be made so that they are concidered more eaqual.
I think that one of the following should be done and the reason for the changes: hull and armor repairs are consolidated, weapons have a fairly high chance to pierce shields, or give structure some resistances.
Hull and armor repair consolidation: Good reason for this is because hull repairs are useless anyways, so if they were joined into a single module it would allow armor tanks to last a lot longer and have a more flexible setup. Now some might say that why should they do this when a shield amp user has to waste another mid slot for the boost in shield regeneration. My response would be that most of the shield tanks are of caldari ships, which already have a lot of mid slots, and respectivly, they also have the most shields. On the other hand, a ship like a megathron and an apoc don't have a lot of mid slots or shields, so they naturaly are a lower damage absorbing shield tank in the first place.
I would also think that the hull repair ammount should be lowered slightly, but can be raised by the repair subsystems skill.
Weapons should have chance to pierce: Well this one goes with out saying. It would leave shield tanks with a disadvantage similar (but to a lesser degree) that armor tanks have. Once again, it would give risk to shield tanks, a risk that they don't have to worry about the the present point in time.
Struture should have resistances: I know this sounds wiered, the structure having resistances, but even if it was 10% round the board it would give armor tanks that little bit more of a fight, which we need.
Order out of Chaos |

Novo DuPont
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Posted - 2003.10.30 07:22:00 -
[2]
Ahhh
Actually there was in Beta and will be in release 2 skills ...
A "Shield Piercing" Skill that gives a 5% chance per lvl that damage penatrates the shields and a "Armor Piercing" Skill that does the same for armor.
No need to make new skills .... they just need to implement the existing ones
"To succeed greatly one must sacrifice greatly"
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Parity
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Posted - 2003.10.30 10:06:00 -
[3]
and another thing .. for a Large Armor repairer u need a lvl 5 skill .. but for a XL shield booster u only need shield operation lvl 1 ? COMON beef that to lvl 4 atleast
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Babar
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Posted - 2003.10.30 10:23:00 -
[4]
Edited by: Babar on 30/10/2003 10:33:07 The fact you spend a lot of time flying around with no shield sucks too.
Natural shield regeneration makes no real difference, so your ships hp is essentially halved during sustained combat.. :/
Would help if armor repairers, when equipped, lowered your shields by 80-90% and increased armor hp by a corresponding amount.
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Quiz
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Posted - 2003.10.30 14:52:00 -
[5]
Try looking up repairing in a dictionary, mate. You'll see how it works. 
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Amin
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Posted - 2003.10.30 16:18:00 -
[6]
Quote: Would help if armor repairers, when equipped, lowered your shields by 80-90% and increased armor hp by a corresponding amount.
I see no point in this, because the "repairer" will no longer be that. Sounds to be like your describing a new module altogether, even then why would someone want to lose 80-90% of there first line of defense.
Drink StarsiÖ Relation Co-ordinator Caldari State Citizen ------------------------------------------------------------------------
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Karmic
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Posted - 2003.10.30 18:57:00 -
[7]
How about a low slot module which functions similarly to shield boost amps but for armour repairers (call it a nanite reserve tank) increases the number of nanites ie either the work gets done faster (time decreased by a percentage) and/or more work gets done in the time (armour regen'd per use increases by a percentage) then test it to see if it needs the stacking penalty. - - - - - - - - -
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Anything
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Posted - 2003.10.30 19:29:00 -
[8]
Back in early retail shields and armour worked exactly the same way. Once you got below a certain percentage, the majority of damage would start to leak onto the layer below. It was quite common to die with your shields still at 20-25%. I'm not sure why (I thought it was a fine way to do things) but CCP changed this so that shields had to go completely down before you would start taking armour damage. The problem is that they didn't apply the same rule to armour. It still leaks as badly as it used to. You start losing structure when you armour is still at about 95% which is just ridiculous really.
The way to fix it is to have both armour and shields be down before the damage starts to leak onto the layer below, or have them both leak equally, simple as that.
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Babar
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Posted - 2003.10.30 22:36:00 -
[9]
Quote:
Quote: Would help if armor repairers, when equipped, lowered your shields by 80-90% and increased armor hp by a corresponding amount.
I see no point in this, because the "repairer" will no longer be that. Sounds to be like your describing a new module altogether,
Yea.. I guess they should make it a new module.
I'd never plan on using _both_ shield booster and an armor repairer in combat, but i guess someone may want to...
Such a module would have to do something worthwhile in addition, though, as we're already hard pressed on slots in this game. 20% resistance to all damage types make sense?
Quote: even then why would someone want to lose 80-90% of there first line of defense.
After the first wave of npc's, that first line of defense is gone..
The only reason I'd go with armor for defense is lack of med slots for a decent shield setup. - No way I'd waste one of them for a shield-booster i can't make proper use of anyway .
Might as well just fit a single hardener in place of the armor-repairer then, and have a lot more margin after the shields are gone. Rely on armor instead, and you're in pretty deep **** when it's gone. (Assuming they fix the damage leak issue, so you can survive _that_ long..)
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Gan Ning
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Posted - 2003.10.30 22:45:00 -
[10]
I read somewhere that Repair drones were in the game but not in the game if you know what I mean.
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Joshua Calvert
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Posted - 2003.10.30 22:59:00 -
[11]
I'd like to see a module that you can equip which will repair another ships armour/structure - it'd work a lot like a shield transfer module but have very high powergrid/cpu requirements so that, if you have it equipped, you're definitely only a support ship.
LEEEEERRRRRRRRRRROOOOOOOOOYYYYYYYYYYYYYYY! |

Ordo Abchao
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Posted - 2003.11.02 23:11:00 -
[12]
I do agree that the reqs for large armor repairs and 1600mm's should be lowered as thier shield equivalents only require a level 3 skill. But repair drones would have to be something special, otherwise they'd be useless in combat, they would have to orbit at the range of 1.25km's at the very least to avoid getting destroyed by torps. Order out of Chaos |

Zyrla Bladestorm
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Posted - 2003.11.02 23:18:00 -
[13]
the database contains items "Repair Projector" and "Repair Drones" (the latter were in once upon a time in beta) but they dont drop in-game and cant be bought :/ . ----- Apologys for any rambling that may have just occurred.
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dalman
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Posted - 2003.11.03 03:25:00 -
[14]
Best tank is a combination. Best ship for making a tank is a Raven or Tempest.
With 1600mm armor platings in some lowslots and with hardeners+booster+amplifier in the med slots.
An armor tanked armageddon or shield tanked Scorpion is nowhere close to as good as a Tempest or Raven.
M.I.A. since 2004-07-30 |

xeno calligan
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Posted - 2003.11.03 07:30:00 -
[15]
Edited by: xeno calligan on 03/11/2003 07:32:13 How about making a shield booster into a shield booster -- i.e. instead of acting like a shield repair module, it would amplify the regenration rate. This would make shield regeneration matter a lot more. Amarr would have an advantage in that they can afford not to rely on shields and use cap relays (giving them a massive advantage), whereas Caldari would be hard pressed to give up their greatest defensive advantage for a higher cap rachrage rate (obviously, the issues with bleed-though to hull needs to be addressed too). I think it needs to be done regardless of other solutions. It's just plain silly that pilots can laugh at the shield rechrage rate and mount cap relays.
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