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Eiskalt
Solstice Systems Development Concourse
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Posted - 2007.08.09 00:36:00 -
[1]
Imho there is a need for a cap need reduction skill for armor repping. You need a lot more cap with maxed skills than with zero skills. -.-
No amount of balancing can fix playing like a moron! |

Ararius
e X i l e FREGE Alliance
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Posted - 2007.08.09 00:38:00 -
[2]
Then give shield tanking something that reduces the cycle time on boosters!
Originally by: Alski It depends how much CCP learn from past user interface mistakes, i'm sure they'll do very well, but if not i'll be right clicking on random people and selecting "Orbit at 0.5m" 
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Tamia Clant
New Dawn Corp New Eden Research
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Posted - 2007.08.09 02:07:00 -
[3]
Actually, according to Evemon, armor tankers may get a repair effectiveness skill in the future.
Looking for queue-free research slots? Click here! |

Lance Fighter
Amarr
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Posted - 2007.08.09 04:30:00 -
[4]
evemon has way too many 'ghost' skills in it...
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Ararius
e X i l e FREGE Alliance
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Posted - 2007.08.09 05:30:00 -
[5]
Originally by: Lance Fighter evemon has way too many 'ghost' skills in it...
Turn off the non market thing at the bottem and watch them go 'poof'
Originally by: Alski It depends how much CCP learn from past user interface mistakes, i'm sure they'll do very well, but if not i'll be right clicking on random people and selecting "Orbit at 0.5m" 
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Chainsaw Plankton
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Posted - 2007.08.09 08:43:00 -
[6]
Edited by: Chainsaw Plankton on 09/08/2007 08:52:27 armor reps get the 2hp:1cap ratio shield boosters get 1.5:1 ratio
D:
edit, although there is a -2% cap skill for shields, and shield boost amps.
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HayesDuSid
Wits W.A.R.P. NxT LeveL
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Posted - 2007.08.09 11:43:00 -
[7]
Dont forget that shield boosters have much shorter cycles and so need you to have less HP between reps, repair at the begining of their cycle as are thus less susceptible to NOS and that shields themselves come with natural regen. Armor doesn't naturally regen.
Add on top of that with the skill to lower cap usage you end up very close to armor's rep/cap ratio without losing those other advantages and you end up with shields being at an advantage but requiring more skills to train to make it so. IMHO at least.
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Marine HK4861
Caldari Seoltachd
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Posted - 2007.08.09 16:31:00 -
[8]
Originally by: HayesDuSid Dont forget that shield boosters have much shorter cycles and so need you to have less HP between reps, repair at the begining of their cycle as are thus less susceptible to NOS and that shields themselves come with natural regen. Armor doesn't naturally regen.
Add on top of that with the skill to lower cap usage you end up very close to armor's rep/cap ratio without losing those other advantages and you end up with shields being at an advantage but requiring more skills to train to make it so. IMHO at least.
With crystal implants and faction gear, you can end up with shield tanks that are both faster and more efficient than armour tanks.
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Zenst
Gallente Reikoku Band of Brothers
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Posted - 2007.08.10 11:12:00 -
[9]
Originally by: Ararius Then give shield tanking something that reduces the cycle time on boosters!
And
Sheild boost amps Fitting reducing skills Natural recharge.
yip, you tell him 
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SonTzu
Vice-Grip Tentacles Zzz
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Posted - 2007.08.18 18:15:00 -
[10]
Armor tankers can field EW modules. Shield tankers cannot. That's also a fundamental difference between those two in addition to efficiency. Out with the 'Art of War' and in with 'War for Dummies'. |

Fofales
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Posted - 2007.08.18 19:06:00 -
[11]
Originally by: SonTzu Armor tankers can field EW modules. Shield tankers cannot. That's also a fundamental difference between those two in addition to efficiency.
Shield tankers can fit damage modules.
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