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Roy Ventus
Foxhound Corporation General Tso's Alliance
840
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Posted - 2014.01.10 23:14:00 -
[1] - Quote
I remembered a time when players ran armor rep heavy suits. Now it seems like I'm the only one doing it. What happened to the high RoT suits? From what I can tell, they're excellent 1v1s if designed correctly.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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shaman oga
Nexus Balusa Horizon
1289
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Posted - 2014.01.10 23:27:00 -
[2] - Quote
I have a STD heavy frame with 2 complex rep, LP STD HMG, i have a little more mobility, it's quite useful, but only because it's STD, with a better suit i would rely on plates and a better HP pool.
"Our Blueberries are better than yours"
My Terribad Bolas Launcher
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1421
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Posted - 2014.01.10 23:30:00 -
[3] - Quote
Local reps are essentially pointless when running with a group since a Core Repair tool reps at what....36 times faster than a complex armor rep? Im not saying local reps should be anywhere near as good as a repair tool, but they're SO low that you're better off brick tanking and standing on a repper nanohive or have a Logi buddy.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Roy Ventus
Foxhound Corporation General Tso's Alliance
842
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Posted - 2014.01.10 23:32:00 -
[4] - Quote
Pokey Dravon wrote:Local reps are essentially pointless when running with a group since a Core Repair tool reps at what....36 times faster than a complex armor rep? Im not saying local reps should be anywhere near as good as a repair tool, but they're SO low that you're better off brick tanking and standing on a repper nanohive or have a Logi buddy.
True enough although usually I get into situations where I don't have a logi nearby so local reps help tremendously.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
523
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Posted - 2014.01.10 23:33:00 -
[5] - Quote
I imagine if the potential sentinel bonus and respective racial bonuses happen (damage resistances), then fitting repair modules will become more attractive. Until then, pure ehp is the more attractive option for heavies. |
Roy Ventus
Foxhound Corporation General Tso's Alliance
842
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Posted - 2014.01.10 23:35:00 -
[6] - Quote
I'm talking about 3-5 Complex Armor Repairs.
It sounds like you guys are talking about 1-2. I keep the 1-2 on my mainline suits. 3 On my Flanking Suit and 4 on my OHSHITWATTHEHELL suit.
And on Assaults-Logis.
o-o While it's cool to have a Logi-Bro, unless you're a heavy or a heavy-Armor Assault, you're just taking away their time to rep you.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
523
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Posted - 2014.01.10 23:50:00 -
[7] - Quote
The first thing I'll do once I get my grubby hands on the gallente heavy is fit a pure active tank ( all 4/5lows with armour reppers, and shield energizers/recargers in the highs), to see if it is viable, or more importantly, fun. Regardless it'll be nice to not have a logi as a ball and chain.
Honestly, I doubt active tanking will come into the mainstream until [if] CCP releases resistance modules. |
shaman oga
Nexus Balusa Horizon
1289
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Posted - 2014.01.10 23:53:00 -
[8] - Quote
Roy Ventus wrote: o-o While it's cool to have a Logi-Bro, unless you're a heavy or a heavy-Armor Assault, you're just taking away their time to rep you.
Or your are helping to gain an OB for your team
Vicious Minotaur wrote:The first thing I'll do once I get my grubby hands on the gallente heavy is fit a pure active tank ( all 4/5lows with armour reppers, and shield energizers/recargers in the highs), to see if it is viable, or more importantly, fun. Regardless it'll be nice to not have a logi as a ball and chain.
Honestly, I doubt active tanking will come into the mainstream until [if] CCP releases resistance modules. No high for the galheavy, we are men Seriously, i don't know how the slot layout will be. 1-5 or 2-4? I hope 1-5.
"Our Blueberries are better than yours"
My Terribad Bolas Launcher
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jerrmy12 kahoalii
The Phoenix Federation
319
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Posted - 2014.01.11 00:03:00 -
[9] - Quote
Vicious Minotaur wrote:The first thing I'll do once I get my grubby hands on the gallente heavy is fit a pure active tank ( all 4/5lows with armour reppers, and shield energizers/recargers in the highs), to see if it is viable, or more importantly, fun. Regardless it'll be nice to not have a logi as a ball and chain.
Honestly, I doubt active tanking will come into the mainstream until [if] CCP releases resistance modules. my amar sentinel uses 3 reps because reps are so slooow
I use a tablet so beware of typos
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Pokey Dravon
OSG Planetary Operations Covert Intervention
1426
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Posted - 2014.01.11 00:13:00 -
[10] - Quote
Well another failure of the armor repair modules is the damage inflation we see in weapons right now. Damage output on weapons is SO high because of damage mods, you have to have a shitload of buffer if you want to survive. Buffer means sacrificing repair rate, and while some people may be able to make that full active fit work, it's just not viable for most people.
1.8 Analysis - Sentinel Damage Efficiency Calcs
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
523
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Posted - 2014.01.11 00:18:00 -
[11] - Quote
shaman oga wrote:... No high for the galheavy, we are men Seriously, i don't know how the slot layout will be. 1-5 or 2-4? I hope 1-5.
Perhaps I am just weird, but I'd be fine with 0 highs and "just" 6 lows. Though, that may be due to there only being one worthwhile high mod in the game ( damage mods).
jerrmy12 kahoalii wrote: my amar sentinel uses 3 reps because reps are so slooow
Agreed. I am beginning to think that Armour repair modules could probably use a slight buff.
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 00:23:00 -
[12] - Quote
Vicious Minotaur wrote:shaman oga wrote:... No high for the galheavy, we are men Seriously, i don't know how the slot layout will be. 1-5 or 2-4? I hope 1-5. Perhaps I am just weird, but I'd be fine with 0 highs and "just" 6 lows. Though, that may be due to there only being one worthwhile high mod in the game for armour tankers ( damage mods). jerrmy12 kahoalii wrote: my amar sentinel uses 3 reps because reps are so slooow
Agreed. I am beginning to think that Armour repair modules could probably use a slight buff. shields and amor need buffing, but heres shields extenders, less recharge delay, slightly more base recharge rate, big regulater buff, make it so if you get shot while your waiting for shield recharge delay it doesn't reset it, i hated i never tried shields before. reduce Rail tech damage to 85% and CR 90% efficiency, there done
I use a tablet so beware of typos
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devonus durga
P.L.A.N. B
24
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Posted - 2014.01.11 00:29:00 -
[13] - Quote
Vicious Minotaur wrote:shaman oga wrote:... No high for the galheavy, we are men Seriously, i don't know how the slot layout will be. 1-5 or 2-4? I hope 1-5. Perhaps I am just weird, but I'd be fine with 0 highs and "just" 6 lows. Though, that may be due to there only being one worthwhile high mod in the game for armour tankers ( damage mods). jerrmy12 kahoalii wrote: my amar sentinel uses 3 reps because reps are so slooow
Agreed. I am beginning to think that Armour repair modules could probably use a slight buff.
And this is why I pray the do something to boost the relevancy of shields and the associated moduals. Caldari heavy will be way under powered by comparison.
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Roy Ventus
Foxhound Corporation General Tso's Alliance
844
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Posted - 2014.01.11 00:39:00 -
[14] - Quote
devonus durga wrote:Vicious Minotaur wrote:shaman oga wrote:... No high for the galheavy, we are men Seriously, i don't know how the slot layout will be. 1-5 or 2-4? I hope 1-5. Perhaps I am just weird, but I'd be fine with 0 highs and "just" 6 lows. Though, that may be due to there only being one worthwhile high mod in the game for armour tankers ( damage mods). jerrmy12 kahoalii wrote: my amar sentinel uses 3 reps because reps are so slooow
Agreed. I am beginning to think that Armour repair modules could probably use a slight buff. And this is why I pray the do something to boost the relevancy of shields and the associated moduals. Caldari heavy will be way under powered by comparison.
They could always start the Caldari heavy off with 400-500 Shields or something.
Also did I hear something about Armor Repair needing Buffs? Lol-Hell no. They're perfect the way they are even with the damage of the rifle. Last thing I need to see is mercs getting 50 Armor repaired per second.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
525
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Posted - 2014.01.11 00:39:00 -
[15] - Quote
@jerrmy12 kahoalii
I could go on for days about shields...
You are right. With assaults losing the shield recharge bonus, the base recharge could use a buff ( for caldari and minmatar only).
On the point of shields recharging not resetting after being fired upon, I agree, to an extent. I think a damage threshold needs to be set for better balance. I'm sick of some red pinging me from 100 m away with their SMG, doing the equivalent of no damage, and having my shields regen stop for 5 seconds. But a sniper shot would reset it.
The last part in particular would make an active shield tank viable again. |
shaman oga
Nexus Balusa Horizon
1291
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Posted - 2014.01.11 00:41:00 -
[16] - Quote
devonus durga wrote:
And this is why I pray the do something to boost the relevancy of shields and the associated moduals. Caldari heavy will be way under powered by comparison.
Cal heavy will not need a logi, probability it will be the only "self sustainable" heavy suit or a glass cannon.
"Our Blueberries are better than yours"
My Terribad Bolas Launcher
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 00:43:00 -
[17] - Quote
Roy Ventus wrote:devonus durga wrote:Vicious Minotaur wrote:shaman oga wrote:... No high for the galheavy, we are men Seriously, i don't know how the slot layout will be. 1-5 or 2-4? I hope 1-5. Perhaps I am just weird, but I'd be fine with 0 highs and "just" 6 lows. Though, that may be due to there only being one worthwhile high mod in the game for armour tankers ( damage mods). jerrmy12 kahoalii wrote: my amar sentinel uses 3 reps because reps are so slooow
Agreed. I am beginning to think that Armour repair modules could probably use a slight buff. And this is why I pray the do something to boost the relevancy of shields and the associated moduals. Caldari heavy will be way under powered by comparison. They could always start the Caldari heavy better be 700 shields base, also only galogi pro could with 5 slots with 200 armor lol
ps 1 CR burst is 110
I use a tablet so beware of typos
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Dominus Fatali
Nox Aeterna Security
719
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Posted - 2014.01.11 00:46:00 -
[18] - Quote
On the other end of the spectrum, I am a Scout who uses a Militia Armor Rep on my cheap BPO, which I use 90% of the time, and a Complex on my gk.0. I find that it lets me hit and run, and generally have higher survivability over a long period of time, than plates.
Long Live Freedom; Long Live the Federation.
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 00:47:00 -
[19] - Quote
shaman oga wrote:devonus durga wrote:
And this is why I pray the do something to boost the relevancy of shields and the associated moduals. Caldari heavy will be way under powered by comparison.
Cal heavy will not need a logi, probability it will be the only "self sustainable" heavy suit or a big fat glass air rifle . fixed
I use a tablet so beware of typos
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 00:48:00 -
[20] - Quote
Dominus Fatali wrote:On the other end of the spectrum, I am a Scout who uses a Militia Armor Rep on my cheap BPO, which I use 90% of the time, and a Complex on my gk.0. I find that it lets me hit and run, and generally have higher survivability over a long period of time, than plates. thats when your hp is really really low and your thin, try 6.25 hp/s on a 400+ armor setup
I use a tablet so beware of typos
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
224
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Posted - 2014.01.11 00:49:00 -
[21] - Quote
Roy Ventus wrote: They could always start the Caldari heavy off with 400-500 Shields or something.
Also did I hear something about Armor Repair needing Buffs? Lol-Hell no. They're perfect the way they are even with the damage of the rifle. Last thing I need to see is mercs getting 50 Armor repaired per second.
I would hope that the Caldari heavy gets way more than 400-500 shields considering the Amarr heavy has 480 shield/armor to start with.
I suspect Caldari/Gallente will start off around 650 in their respective area and 300ish in others, Winmatar will probably be close to even but a bit lower than Amarr.
Also, OP, you're not the only one that runs a rep heavy. Lots of us run rep heavies in pubs. |
Roy Ventus
Foxhound Corporation General Tso's Alliance
844
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Posted - 2014.01.11 00:51:00 -
[22] - Quote
._. For clarification.
I'm not talking about running rep "Heavies"...
I was talking about "rep heavy" suits in general. Specifically Medium suits because they seem viable.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
525
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Posted - 2014.01.11 00:52:00 -
[23] - Quote
Roy Ventus wrote: Also did I hear something about Armor Repair needing Buffs? Lol-Hell no. They're perfect the way they are even with the damage of the rifle. Last thing I need to see is mercs getting 50 Armor repaired per second.
Yes. The buff I was thinking of would increase the current active armour tank for a current proto sentinel from 25 to 30.
The maximum in game would be gal proto logi, with 37.5.
All from a massive all round buff of 1.
Bear in mind that reps decrease total ehp. And current weapons output enough damage to potentially take out well tanked suits in mere seconds.
Still, how is 50hp/second,as you say, that bad when weapons put out 400-1000 dps? |
jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 00:52:00 -
[24] - Quote
Scalesdini wrote:Roy Ventus wrote: They could always start the Caldari heavy off with 400-500 Shields or something.
Also did I hear something about Armor Repair needing Buffs? Lol-Hell no. They're perfect the way they are even with the damage of the rifle. Last thing I need to see is mercs getting 50 Armor repaired per second.
I would hope that the Caldari heavy gets way more than 400-500 shields considering the Amarr heavy has 480 shield/armor to start with. I suspect Caldari/Gallente will start off around 650 in their respective area and 300ish in others, Winmatar will probably be close to even but a bit lower than Amarr. Also, OP, you're not the only one that runs a rep heavy. Lots of us run rep heavies in pubs. should be 700 as to give a advantage over ammar
I use a tablet so beware of typos
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 00:54:00 -
[25] - Quote
Vicious Minotaur wrote:Roy Ventus wrote: Also did I hear something about Armor Repair needing Buffs? Lol-Hell no. They're perfect the way they are even with the damage of the rifle. Last thing I need to see is mercs getting 50 Armor repaired per second.
Yes. The buff I was thinking of would increase the current active armour tank for a current proto sentinel from 25 to 30. The maximum in game would be gal proto logi, with 37.5. All from a massive all round buff of 1. Bear in mind that reps decrease total ehp. And current weapons output enough damage to potentially take out well tanked suits in mere seconds. Still, how is 50hp/second,as you say, that bad when weapons put out 400-1000 dps? ammar heavy has 4 slots, complex should be at least 7
I use a tablet so beware of typos
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
224
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Posted - 2014.01.11 00:59:00 -
[26] - Quote
Roy Ventus wrote:._. For clarification.
I'm not talking about running rep "Heavies"...
I was talking about "rep heavy" suits in general. Specifically Medium suits because they seem viable.
IC, bit stoned.
Rep heavies in pubs are pretty viable. 12.5hp/s might not seem like much for 600hp but keeping your shields up while armor reps makes it pretty worthwhile, and it's not especially hard to do with 600+ shield. |
Roy Ventus
Foxhound Corporation General Tso's Alliance
844
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Posted - 2014.01.11 01:01:00 -
[27] - Quote
Vicious Minotaur wrote:Roy Ventus wrote: Also did I hear something about Armor Repair needing Buffs? Lol-Hell no. They're perfect the way they are even with the damage of the rifle. Last thing I need to see is mercs getting 50 Armor repaired per second.
Yes. The buff I was thinking of would increase the current active armour tank for a current proto sentinel from 25 to 30. The maximum in game would be gal proto logi, with 37.5. All from a massive all round buff of 1. Bear in mind that reps decrease total ehp. And current weapons output enough damage to potentially take out well tanked suits in mere seconds. Still, how is 50hp/second,as you say, that bad when weapons put out 400-1000 dps?
Oh well yeah that sounds better than what I had in mind.
And 50hp/second is bad because it'll just be too much. Recovery time in general would be annoyingly quick and although it would raise the TTK, it would make the game less fun, imo. I haven't played a game like that so I can't say it will absolutely ruin Dust but damn does it seem like a bad idea. What rifle other than the Scrambler puts out 500+ Damage/Per Second?
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 01:02:00 -
[28] - Quote
Scalesdini wrote:Roy Ventus wrote:._. For clarification.
I'm not talking about running rep "Heavies"...
I was talking about "rep heavy" suits in general. Specifically Medium suits because they seem viable.
IC, bit stoned. Rep heavies in pubs are pretty viable. 12.5hp/s might not seem like much for 600hp but keeping your shields up while armor reps makes it pretty worthwhile, and it's not especially hard to do with 600+ shield. ever see a CR? on heavy thats good armor rep is 3 complex reps
I use a tablet so beware of typos
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Roy Ventus
Foxhound Corporation General Tso's Alliance
844
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Posted - 2014.01.11 01:02:00 -
[29] - Quote
Scalesdini wrote:Roy Ventus wrote:._. For clarification.
I'm not talking about running rep "Heavies"...
I was talking about "rep heavy" suits in general. Specifically Medium suits because they seem viable.
IC, bit stoned. Rep heavies in pubs are pretty viable. 12.5hp/s might not seem like much for 600hp but keeping your shields up while armor reps makes it pretty worthwhile, and it's not especially hard to do with 600+ shield.
! Yeah 12.5 is perfect for 600 eHP when you have those shields as well.
"There once was a time when there wasn't a Roy Ventus and it wasn't much of a time at all."
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
224
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Posted - 2014.01.11 01:08:00 -
[30] - Quote
Roy Ventus wrote:Scalesdini wrote:Roy Ventus wrote:._. For clarification.
I'm not talking about running rep "Heavies"...
I was talking about "rep heavy" suits in general. Specifically Medium suits because they seem viable.
IC, bit stoned. Rep heavies in pubs are pretty viable. 12.5hp/s might not seem like much for 600hp but keeping your shields up while armor reps makes it pretty worthwhile, and it's not especially hard to do with 600+ shield. ! Yeah 12.5 is perfect for 600 eHP when you have those shields as well.
Yeah it's not bad if you know how to use it and don't get caught in terrible situations.
My next experiment will be 3x complex regulators/1x complex recharger/energizer on a sentinel suit. 3.5s recharge delay (5s depleted) with 30+hp/s recharge rate. |
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
525
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Posted - 2014.01.11 01:09:00 -
[31] - Quote
jerrmy12 kahoalii wrote: ammar heavy has 4 slots, complex should be at least 7
Keep in mind that the armour repair skill increases efficacy, so a buff of 2 for a total of 7, like what you want, would equate to 8.75 for a complex repper with level five.
An increase of 1, like I was initially thinking, would make a complex repper give 6 without skills, but 7.5hp/s with level five.
Still, even crunching the numbers with complex reppers giving 7, and assuming max skills, it does not seem like it would be OP on paper. |
Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
332
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Posted - 2014.01.11 01:11:00 -
[32] - Quote
Pokey Dravon wrote:Well another failure of the armor repair modules is the damage inflation we see in weapons right now. Damage output on weapons is SO high because of damage mods, you have to have a shitload of buffer if you want to survive. Buffer means sacrificing repair rate, and while some people may be able to make that full active fit work, it's just not viable for most people.
Please allow me to interject ... damage mods are not the reason for the high damage output . Having already high DPS on all AR's is the REAL reason .
People never blame the proficiency , sharpshooter or the fact that if you even get to the optimization that one can actually allow you to place more offense on your person but the damage mods get the bulk of the blame when you get just as much of a boost from having your proficiency maxed out vs. a prototype mod placed on one's person and that's not an option . That's 15% in most cases , that stays , a damage mod is an option . 15 is more than 10 .
Lower the DPS on the AR's and you would notice a change , people need to stop bashing damage mods or the skill set for that matter and ask for the right thing to be done and that's lowering the DPS on the AR's , but that's too much like doing the right thing , they would rather be rid of the damage mods ... like that would help .
Haven't all of you learned over the years of playing this game , I haven't even been playing 6 months but I understand to leave well enough alone and ask for what is needed for better over all game play , leave one's personal bias at the door because once a mod is gone ... most miss it because they realize that they were wrong in their assumption but by then it's too late . Vehicle changes are nice ( not all of them , most are counterproductive in comparison to the previous patch ) but just that example alone has shown me that much .
Future Caldari Heavy so watch out for this Sumo Shinobi with a Caldari HMG .
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
227
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Posted - 2014.01.11 01:13:00 -
[33] - Quote
I think repairers should be buffed a bit as well, MLT should stay at 2, STD to 3, ADV to 4.5 and PRO to 6 would probably be good once skills are taken into account. |
jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 01:16:00 -
[34] - Quote
Scalesdini wrote:I think repairers should be buffed a bit as well, MLT should stay at 4, STD to 5, ADV to 6 and PRO to 7 would probably be good once skills are taken into account. fixed
I use a tablet so beware of typos
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Lucrezia LeGrand
194
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Posted - 2014.01.11 01:22:00 -
[35] - Quote
Heavies aren't the only ones a rep mod benefits. Try running a scout with a rep mod one of these days, it works miracles. Scouts are practically paper dolls on the battlefield right now. Even if you're able to sneak up on someone, chances are you're going to get hit a couple of times before getting the kill and end up with a shred of armor left. So while you're running in the mountains looking for your next victim a full heal can be all the difference between death and your next assassination.
I now never leave home without at least some sort of armor repair module, even a basic grade if that's all I can fit.
ya- hoi hoi
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