I’m noticing a few more issues with damage types, and while i wanted to put it in my potential post, i want to try to keep the subjects seperate so that others can chime in on it and present more feed back, so that as a community we can approach it from many different angles.
I am noticing three major problems with armor tanks, out side of the fact that i feel regeneration (active) Modules are not good.
The first is
"Passive regenerative Shielding Vs ???.." (Problem 1)
Passive regeneration armor mods are required at to high a level.
"armor tanking, vs shield tanking" (Problem 2)
The first is i believe we should have a third damage pool " hull" Along with an armor and shield pool
the reason for this is because when you tank as an armor tank, you take damage to modules, and that puts armor tanking
at a huge disadvantage over shield tanking. Second i feel that as an armor tank, shields can be reduced a little more, and armor can be increased a little more.
* shift some more of the shielding to armor
T2 Deimos has 6.2k armor, 4.2k shields
8.2k armor, 2.2k shield
50% of shields transferred to armor.
Damage principles (Problem 3)
if you have been reading my posts about all the suggested changes, I have been making, you will understand how i for see the game going. You have for example seen that i desire to see a little more skirmish, and a little less sniping, but at the same time want to make sniping more viable and vulnerable (by taking away ship abilities to snipe, changing laser/plasma to short/medium range, and railguns to long range).
But i am starting to worry about the basic principles of the game what i mean by this is, Shielding and armor are basically the same. they regenerate the same, they take damage the same, but this is firstly not balanced, and second the above mentioned effect of damaging the hull is not the same as for say in eve, of damaging the armor. this is a fundemental flaw in the game.
My proposal is this
Since shielding and armor regenerate now and work in the same way, that makes armor safer to tank, largely because you have the massive shield regeneration from passive modules. so in essence you can basically double tank.
I think this is unfair to shielding.
I want to see active mods regenerating in a stable way to passive regeneration now, and passive regeneration nerfed to only 30-40% (its roughly a 15% Buff to shield tanking effectiveness). The major reason for this change is it makes using other passive mods equally beneficial. because as it stands now, its likely any shield tank has passive shield regen mods, not resisitance.
On top of this armor needs to be different. the armor pool should be larger then shields, but slower regenerating, but regenerating larger chunks. This is because you have shields regenerating for the ship out right, so if you make the armor and the shield regeneration at the same rate, you get over powered tanking on the armor tanks.
Lastly, Armor tanks need to have higher resistance then shield tanks, but this should be done through a means that is, well not passive (passive module slot). an option for this is to make the armor resistance mods that are for active slots, use those active slots, but be active-passive (you activate them, they drain small amounts of energy, but basically are passive and resistance is like 150, rather then shields 100).
You want to do this because as it stands now, armor is the last line of defense, where as for a shield tank, you have armor acting as a line of defense if they manage to get through, while as an armor tank you don’t have that second line to protect you from a timely demise.
Take a look at the win-loss ratio in game. this is likely the reason why empire is doing so poorly