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Naomi Knight
Amarr
Posted - 2009.12.29 13:25:00 - [31]
 

Originally by: Emperor Ryan
Edited by: Emperor Ryan on 29/12/2009 13:06:05
You made one noteable fatal Error in your post. I'll Make it clear, You pointed out, Armour tanks have a Rig that Increase Effectiveness by 15% and sheilds do not.

You failed to miss out we have a rig that increases rep speed, as you also have a sheild rig to increase Boost speed.

That being said you cleary must have overlooked that sheild tanks alos get a boost amp, which gives a Whooping 35%+ or more to sheild boost.. That's double what one Armour rig gives for extra rep... And wait, there's more, Even with 2 of my armour rigs, THEY STACK so i still can't acheve 30% more repping without deticating ALL three Rig slots. Now please explain to me, Why i have to spend 60m on rigs to get the same effect that i can get for a 900k module for a sheild tank which only consumes one slot.

Oh did i mention the sheild tanker still gets 3 more rig slots to fit whatever he likes Neutral

Wink

Edit: Missed a section


WE have??? you mean armor tankers? Wait I'm an armor tanker too ,because I've already skilled up to amarr knowing that bs shield tanks can not compete with armor so I'm always better in a geddon/apoc than in a raven/rokh also the zealot is just superior to eagle/deimos.

I havent missed out the rep speed rigs ,I just didnt mention that as both armor and shield have those.

If you have read my post then you would have noticed that i taken the shield boost ampli into account during the raven vs mega comparison. If you think those fits are bad then pls come up with better ones for both the mega and raven, oh and i left out the weapons as x-large shield boosted raven is unfittable with t2 torps, pls provide full fits which clearly shows me that local shield boost is clearly better than armor.

scoutyman
Posted - 2009.12.29 14:11:00 - [32]
 

Frankly i find it disturbing that this thread has reached its second page.

The issue sure is a great imbalance....(that was sarcasm btw).

And for the billionth time => ARMOR TANKING =/= SHIELD TANKING

Tippia
Caldari
Sunshine and Lollipops
Posted - 2009.12.29 14:16:00 - [33]
 

Originally by: Naomi Knight
By fixing the DC shield resists it would make rr shield / shield buffer tanks a little less sucky compared to armor.
Not really, since it's, as you point out, it's a complex combination of what other modules are available, what bonuses they give, what ships they're fitted to and what bonuses they have.

Going after a single module without providing (reasonably) comparable setups and showing what makes them unequal, and what your change will do to rectify the situation doesn't really work. Context, dammit! Razz

Lyris Nairn
Caldari
GoonWaffe
Goonswarm Federation
Posted - 2009.12.29 14:25:00 - [34]
 

This "problem" could be fixed by putting the Invulnerability Field in its own item group and giving it a mirror of the effects of the Damage Control. And I'd put one on every armor tanker. :)

Wet Ferret
Posted - 2009.12.29 14:35:00 - [35]
 

Edited by: Wet Ferret on 29/12/2009 14:36:08
Originally by: Foulque
Originally by: Sumelar
Originally by: Naomi Knight

-also armor plates gives more hp than shield extenders



When armor start regenerating on its own, you can have better shield extenders.


Oh god this Razz


You think it's clever?

I magically grant you 6/hp per second armor regen which is about the base peak shield regen on a BS. Is everything right in the world now?

Or was it that you wanted to be able to sacrifice all of your slots for an actually viable passive armor tank or something? In that case just go shield then, since you're wasting all of your slots anyway.

DXYOC
Posted - 2009.12.29 15:21:00 - [36]
 

Shield tanks are superior for pve , armor tanks are superior for RR Gangs. Were is the problem?

NerfMyBargains
Posted - 2009.12.29 15:36:00 - [37]
 

Funnily enough, when tanking plexes and missions, shieldtankers are most popular. Nerf quickly!

These things are all true:

- Shield regens
- Shield booster gives more than armor repairer
- Shield increases sig radius which is kinda bad when facing nasty plex with capital torp.
- LARII repairs less than X-L SB II
- Shield --> more slots of damage mods (useful everywhere but primarily PvP as you want mids for tackle) Every piece of damage mod or CPR for example, decreases tank by quite a lot.
- Armor --> more slots of tackling (amazing as you can have a massive buffer while still having sensorbooster/point/web/w/e you want in mids. For shield tanking every piece of tackle or sb or similar is a huge nerf in tank.

Tbh, both are awesome at different things :|

Marketing Agent
Posted - 2009.12.29 15:52:00 - [38]
 

Sheild tanks are useless in pvp, this is why fleets of drakes and scimitars can dominate battleship heavy fleets two times their size and why all HAC gangs are sheild tanked.

Naomi Knight
Amarr
Posted - 2009.12.29 15:53:00 - [39]
 

Originally by: DXYOC
Shield tanks are superior for pve , armor tanks are superior for RR Gangs. Were is the problem?

Maybe this is a pvp game ???? And for pve armor tanks do fine, and there is no reason to improve tanking more?

Destroperuk
DUCKWIG FLEET INC
Auctoritas Empire
Posted - 2009.12.29 16:04:00 - [40]
 

Oh please, could the people in here please get a clue. The two tanking systems are fine and if you have a problem with any one of them, just crosstrain.
The only thing that might need a slight looking at might be the crazy CPU needs of shield RR, and I don't really have a problem with that either.

Arrador
Posted - 2009.12.29 16:10:00 - [41]
 

Originally by: Lugalzagezi666
Originally by: Omara Otawan
shield power relay

Would you really fit spr on pvp ship?
Also dc is just fine.


seen it done on a drake. not a rack full of SPR's, just one.

Embassador Kosh
Posted - 2009.12.29 16:10:00 - [42]
 

if you can make all the trolls sit here a while longer, the sun will come up and they will turn to stone Laughing

DXYOC
Posted - 2009.12.29 16:23:00 - [43]
 

Edited by: DXYOC on 29/12/2009 16:23:42
Originally by: Naomi Knight
Maybe this is a pvp game ???? And for pve armor tanks do fine, and there is no reason to improve tanking more?

What?
Each Tank type has its strengths and weaknesses , shield tanking is far from up.

Camus Huxley
Incura
Posted - 2009.12.29 16:23:00 - [44]
 

Armor tanks are meant to be buffer tanks while shield tanks are meant more for active tanks. Shield tankers have a way better active tank than armor tankers so quit complaining.

Lugalzagezi666
Posted - 2009.12.29 16:31:00 - [45]
 

Originally by: Arrador
seen it done on a drake. not a rack full of SPR's, just one.

Even one spr on pvp drake is fail.

Marcus Gideon
Gallente
Federal Defense Operations
Posted - 2009.12.29 19:22:00 - [46]
 

Edited by: Marcus Gideon on 29/12/2009 19:29:23
TL:DR

1) Shields are not solid. They are a bubble surrounding the ship, trying desperately to keep solid objects from messing up your paint job. Hence, they may not be as resilient, or "RESISTANT" by comparison.

2) Armor IS solid. It is giant hunks of metal welded together, to keep other solid objects from messing up your innards. Hence, it may be more "RESISTANT" to damage.

3) Shields naturally draw power from the Capacitor to replenish themselves. This is referred to as "Shield Regeneration", and it happens no matter what. Even a ship completely Nos'd will still try and regenerate.

4) Armor does not regrow itself, despite the presence of "Regenerative Plating" as an item.

5) Take a look at the Medium Shield Booster, and compare to the Small Shield Transporter. Now tell me that Shield RR is not a valid tactic.

Originally by: Camus Huxley
Armor tanks are meant to be buffer tanks while shield tanks are meant more for active tanks. Shield tankers have a way better active tank than armor tankers so quit complaining.

Umm... I'm pretty sure I've seen countless "passive shield Drake" and "passive shield Myrm" and "passive shield Ishtar" fits that can do amazing things. I'm not sure the last time I saw an active shield fit that was as highly spoken of.

NightmareX
Nomads
Nulli Secunda
Posted - 2009.12.29 19:41:00 - [47]
 

The op must be a jokeLaughing.

Elora Danzik
Caldari
Idiots In Spaceships
Dead Terrorists
Posted - 2009.12.29 20:08:00 - [48]
 

Edited by: Elora Danzik on 29/12/2009 20:13:07
The thing that makes no sense to me is that no one seems to have pointed out you can only put one DCU on a ship. It costs minimal cap and fittings and runs forever.

It also provided increased resists sheild 7% something, armour 10-12%ish and Structure 60% across all resistances.

So how is this unfair? Personall as a shield tanker I'll tank an unstacked 7% right off the top.

Norwood Franskly
Minmatar
Fleet of the Damned
Eternal Ascension
Posted - 2009.12.30 08:36:00 - [49]
 

I suspect the op is a troll and so I feel a bit guilty for responding but; Shield and armor tanking are not the same thing, the modules are different, the effects are different, armor reps at end of cycle shield at the start of cycle, armor plates reduce velocity, shield extenders increase signature radius, shields have safegaurd rigs (cap use) and solidifier rigs (cycle time), armor gets nanobot accelerator (cycle time) and aux nano pump (rep amount), EANM are a passive module, Invulnerability fields are active (give me an armor mod you can overheat to increase all resists), shields have a boost amplifier, shield modules predominately use midslots and take up cpu whilst armor use low slots and are more power interse, shield recharges on it's own and there are rigs and modules to increase the recharge speed.

The two systems don't mirror each other.

I'm a max skilled scimitar pilot and shield RR get's plenty of use in pvp so take your argument about no shield rr somewhere else please. It's only really when you get to BS sized ships that 1600mm plate fits become common, it's much more common to see shield extenders used on hacs BC's cruisers etc.


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