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Chris TheNinjaPirate
Amarr
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Posted - 2007.01.01 06:28:00 -
[1]
hiya,
i know the armor compensation skills are really good... for eanms and all that kind of thing.
but are the shield compensation skills useful AT ALL? since invuln fields are active, then passive shield hardeners just kind of suck right?
* * * * * * * * * * * * sorry for my english, i am new with it |
DuPuy
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Posted - 2007.01.01 07:41:00 -
[2]
Sure, level 5 in the shield compensation skills will not bring you all the way up to the level of an active hardner... but it's close.
However... passive tanks work all the time, regardless of the situation...
Kinda handy nowadays that everyone fits nos...
Like most of the (almost) duplicated skills, there are situations for and against...
Determine your sitation. Take what's right for the fight.
Is it worth spending all that time training for? Probably not for missioning. But, with pvp, it's always good to have your options open...
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Marine HK4861
Caldari Seoltachd
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Posted - 2007.01.01 11:45:00 -
[3]
If you think the passive shield hardeners are rubbish, then you should look at faction ones, then do the math with the skills applied.
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Shadarle
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Posted - 2007.01.02 01:52:00 -
[4]
Passive t2 shield resist mods are actually better on small/medium ships than active resist mods if you have the compensation skills trained up to 4ish... at level 5 they are better on some larger medium ships and even some battleship setups.
People always disregard the cap use of hardeners... but it is actually a significant amount that has to be accounted for. If you're active tanking those active hardeners take a lot of cap away from your shield booster... so amazingly enough on many ships a passive resist mod is better for active tanking while the active hardeners are better for passive. Kind of interesting if you do the math
Tanking Setups Compared
Stacking Penalty / Resists Explained |
Pottsey
Gallente Enheduanni Foundation
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Posted - 2007.01.02 11:02:00 -
[5]
My passive shield hardeners with lvl 5 skills give me 62 or was it 64%. It was in the 60Ęs which I think is very good for 0 cap drain. Passive shield tanking guide click here |
Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2007.01.04 01:08:00 -
[6]
What they need to do is introduce an active armor hardener which gives 25% to all and 30% for T2 and a passive shield hardener which gives 15% to all and 20% for T2...that would make the shield comp. skills worth it - but they'd need to lower the default EXP resist on shields and EM on armor to like 40% and increase the rest slightly as to prevent nerfing amarr damage on armor and minmatar damage on shields too much.
Basilisk Fitting Link |
Shadarle
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Posted - 2007.01.05 07:56:00 -
[7]
"What they need to do is introduce an active armor hardener which gives 25% to all and 30% for T2 and a passive shield hardener which gives 15% to all and 20% for T2...that would make the shield comp. skills worth it - but they'd need to lower the default EXP resist on shields and EM on armor to like 40% and increase the rest slightly as to prevent nerfing amarr damage on armor and minmatar damage on shields too much."
So basically you want them to make Shield and Armor identical?
Why not make rails, lasers and cannons take time for their projectiles/beams/etc to hit their target... and then factor in sig radius directly to damage and remove tracking, just always make them all hit. You know... make all weapons identical too. While we're at it... give each race a ship that can armor tank, another that can shield tank, etc.
The differences is what makes each good for different situations. I'd rather they simply made TSM a useful skill if they were going to change anything in the shield universe.
Tanking Setups Compared
Stacking Penalty / Resists Explained |
Sokratesz
Guardians of Hell's Gate Tactical Narcotics Team
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Posted - 2007.01.05 11:34:00 -
[8]
Originally by: Shadarle "What they need to do is introduce an active armor hardener which gives 25% to all and 30% for T2 and a passive shield hardener which gives 15% to all and 20% for T2...that would make the shield comp. skills worth it - but they'd need to lower the default EXP resist on shields and EM on armor to like 40% and increase the rest slightly as to prevent nerfing amarr damage on armor and minmatar damage on shields too much."
So basically you want them to make Shield and Armor identical?
Why not make rails, lasers and cannons take time for their projectiles/beams/etc to hit their target... and then factor in sig radius directly to damage and remove tracking, just always make them all hit. You know... make all weapons identical too. While we're at it... give each race a ship that can armor tank, another that can shield tank, etc.
The differences is what makes each good for different situations. I'd rather they simply made TSM a useful skill if they were going to change anything in the shield universe.
You're taking it a bit too far i think..
Loads of amarr people whining about the EANM cause they imba EM resist on armor. Exp on shield is basically the same story. I'm not asking them to bring everything up to caldari level, just asking for some more balance :)
Basilisk Fitting Link |
William Diseased
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Posted - 2007.01.05 17:57:00 -
[9]
Originally by: Shadarle "What they need to do is introduce an active armor hardener which gives 25% to all and 30% for T2 and a passive shield hardener which gives 15% to all and 20% for T2...that would make the shield comp. skills worth it - but they'd need to lower the default EXP resist on shields and EM on armor to like 40% and increase the rest slightly as to prevent nerfing amarr damage on armor and minmatar damage on shields too much."
So basically you want them to make Shield and Armor identical?
Why not make rails, lasers and cannons take time for their projectiles/beams/etc to hit their target... and then factor in sig radius directly to damage and remove tracking, just always make them all hit. You know... make all weapons identical too. While we're at it... give each race a ship that can armor tank, another that can shield tank, etc.
The differences is what makes each good for different situations. I'd rather they simply made TSM a useful skill if they were going to change anything in the shield universe.
wouldn't it be easier to make all the caldari stuff like the other races? isted of "fix" 3 things just "fix" one thing
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