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Zubakis
Bambooule TALIONIS ALLIANCE
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Posted - 2007.06.29 17:32:00 -
[1]
Actually if i want to fit my ship for shield hitpoints, i have little choice to do that effectively on battleships like Raven. Lets look what is possible: - LSE (well, this one gives not enough hp boost imho) - PDS (+5% shield hp) - Core Defence Field Extender (rig, +15% shield hp) - shield hardner, resistance rigs, damage control
This is a little bit low in comparison to boosting armor hp's. You have there armor hardner, bs sized armor plates, regenerative platings, resistance rigs, Trimark Armor Pump, slave implants and some hardwirings. You can easily have about 30k and more armor hitpoints.
So what can be done about it:
1. introduce XLarge shield extender for battleships This idea is old and it was probably already discussed.
2. change to shield flux coils Shield flux coils are underused, and i think this module needs some love. New shield flux coil: +40% shield hp, +20% to recharge time The numbers will probably need some better balance, but you understand how it should work. This change gives a nice boost to shield hp and wont create stupid overpowerd passive tanks.
Well, tell me if this is a good or bad idea and share your opinions with me.
BTW i fly Gallente.
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Captain Crimson
United Mining Corporation
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Posted - 2007.06.29 18:31:00 -
[2]
People will still use hardeners and a boost amp + booster combo, it's so much more efficient than having to run a dual booster setup with loads of HP.
Originally by: Tuxford I have already expressed my personal opinion on this and it was very positive (something about happy in the pants).
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Dark Kavar
Caldari Aionios Diadochi
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Posted - 2007.06.29 18:35:00 -
[3]
I think that if you add x-large shield extenders then you need to add x-large armor reps.
Kind of like the Triforce in Zelda, only not quite as potent.
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Zubakis
Bambooule TALIONIS ALLIANCE
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Posted - 2007.06.29 18:42:00 -
[4]
I think you misunderstood me. I just want to get as much shield HP as possible, no need for shieldboosting or recharge.
XLarge armor reps, why?
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Shiela
Caldari Warrior Nation United SMASH Alliance
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Posted - 2007.06.29 18:48:00 -
[5]
As a Caldari pilot, I think X-large shield extenders is a bad idea.
They would require insane PG like 1600mm plates, and even worse CPU use.
And can you imagine a passive Rokh with 4x X-LSEII, 2x passive T2 harners and 5x Sheild power relay II ? With RIGS ?
What about a Rattlesnake ?
The nerf whines would never end. --------------------------------------------- Need cheap and safe rearch done? Feel free to contact Steve TheWraith in game, or visit: http://warriornation.net/Forum/showthread.php?t=290332 |

Incantare
Caldari Darkness Inc.
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Posted - 2007.06.29 18:51:00 -
[6]
I agree with your suggestions, there needs to be an option for shield tankers to hp tank battleships more effectively and x-large extenders would be perfect. The shield flux coil suggestion is also good, there aren't enough useful low slot modules for shield tanks to chose from.
As for X-l armor reps, what does that have to do with battleship sized extenders? The closest thing would be a 1600mm plate.
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Zubakis
Bambooule TALIONIS ALLIANCE
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Posted - 2007.06.29 18:51:00 -
[7]
Originally by: Shiela As a Caldari pilot, I think X-large shield extenders is a bad idea.
They would require insane PG like 1600mm plates, and even worse CPU use.
And can you imagine a passive Rokh with 4x X-LSEII, 2x passive T2 harners and 5x Sheild power relay II ? With RIGS ?
What about a Rattlesnake ?
The nerf whines would never end.
Well, no xlarge shield extenders then. How about the shield flux coil idea?
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Mr Hyde113
Amarr Synergetic Tactics SCIONS OF SYNERGY
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Posted - 2007.06.29 18:53:00 -
[8]
well lets see here... Shield and armor are two very different mediums of tanking.
Shield - Has recharge rate - x-l boosters - Boost Amps - Crystal set implants works as a boost amp - Recharge Rigs - Low slow recharge mods - extenders only increase sig Armor - no regen - Large Reps - no ''boost amp'' - No crystal set instead slave set for more total hp - Aux nano pump rigs - trimark rigs
If you want to event things up with armor then give armor a low slow item that boosts rep ammount a implant set which does the same also. Give shield extenders mass and give plates sig radius penalties aswell. Oh yea give armor a passive regen so we can have passive armor tanks that can perma tank something         
oh yeah your idea about spr cant work because increasing regen and hp in one module is crazy because you increase effective max regen by a lot. - plates make you slower |

Ashturi Nagano
Mantigen Quanta Ultio Animi Causa
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Posted - 2007.06.29 18:55:00 -
[9]
Originally by: Shiela As a Caldari pilot, I think X-large shield extenders is a bad idea.
They would require insane PG like 1600mm plates, and even worse CPU use.
And can you imagine a passive Rokh with 4x X-LSEII, 2x passive T2 harners and 5x Sheild power relay II ? With RIGS ?
What about a Rattlesnake ?
The nerf whines would never end.
Can anyone tell me (by the way) why armor plates need CPU and grid? Aren't they sheets of metal? How much lower tech can you get?
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Incantare
Caldari Darkness Inc.
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Posted - 2007.06.29 18:56:00 -
[10]
Edited by: Incantare on 29/06/2007 18:55:45
Originally by: Mr Hyde113
oh yeah your idea about spr cant work because increasing regen and hp in one module is crazy because you increase effective max regen by a lot. - plates make you slower
Increasing recharge time reduces shield regen per second...
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Zubakis
Bambooule TALIONIS ALLIANCE
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Posted - 2007.06.29 19:01:00 -
[11]
Originally by: Mr Hyde113
...
oh yeah your idea about spr cant work because increasing regen and hp in one module is crazy because you increase effective max regen by a lot. - plates make you slower
Read my post again. First of all i was speaking about shield flux coils, not spr's. Second, if you increase the recharge time, you are decreasing the regen ammount.
I am not speaking about tanking, i just want to have a way to give a battleship more shield HP's. Your comparison between armor and shield tanking is offtopic.
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Lady Temp
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Posted - 2007.06.29 19:05:00 -
[12]
I run a hp tanked blaster Rokh for larger gangs and I get about 30k shield hp (with lowest resist at about 71%) from just 2 LSE II's.
My mods that affect my shield hp are: 2x LSE II's 1x PDS II 3x Core Defense field extender I's and I believe I also have a 3% shield hp implant as well as Shield Management lvl 4 (training to lvl 5 soon).
It really isnt that hard to get a decent amount of a shield HP on a ship, and one of the bigest benefits is if you are fighting on a station. If you are taking a lot of damage, simply de-agress, dock, and undock. Poof, magicaly your huge shield hp tank is back. You cant do that with an armor hp tank.
The only major difference between Armor and Shield HP tanks are the Slave implants. Slave make a huge difference in the amount of HP AND they can be very usefull on capital ships, while crystals are not.
Instead of x-large exterders (which would be overpowered and really arent neccessary), I say crystal implants should be changed to modify shield HP (much like slaves do).
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Christopher Dalran
Gallente Deadly Alliance
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Posted - 2007.06.29 19:48:00 -
[13]
Your fuzzy math fails to take into consideration shield recharge, armor does not recharge so naturally plates should boost more than shield extenders. ------------------------------- C.D's Formula for success ------------------------------- Credit Card = Game Time Card Gametime Card = ISK Therefore Credit Card = ISK.
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El'essar Viocragh
Minmatar FSK23
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Posted - 2007.07.06 23:33:00 -
[14]
Originally by: Christopher Dalran Your fuzzy math fails to take into consideration shield recharge, armor does not recharge so naturally plates should boost more than shield extenders.
Exactly.
Same discussion, different topic
The value to discuss is the time it takes the recharge to make up for the fewer hp increase.
-- [17:47] <Mephysto> its dead, jim |

Pottsey
Enheduanni Foundation
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Posted - 2007.07.07 07:18:00 -
[15]
ôCan anyone tell me (by the way) why armor plates need CPU and grid? Aren't they sheets of metal? How much lower tech can you get?ö They are more then sheets of plates. They report back to you how damage they are, they are made to interface with resistance modules, built in a way nano bots can easily work on them. More like computerised sheets of metal.
Passive shield tanking guide click here |

Akita T
Caldari Navy Volunteer Task Force
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Posted - 2007.07.07 07:43:00 -
[16]
Actually, they ARE just extra bunches of nanobots, just like all your ship's armor.
The only reason armor repairers work at all is that your armor is not actually destroyed, but rather the nanobots forming it are damaged, temporarily disabled. You use your ship's capacitor to "re-online" the defective ones via the armor repairers, you're not "creating" any matter, you're just rearranging it.
Would it be any other way, you'd need stashes of minerals ready in your cargohold to repair your armor 
Char creation guide | Module/Rig stacknerfing explained |
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