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Midas Fool
Guardian Solutions
84
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Posted - 2013.08.06 07:38:00 -
[1] - Quote
I think that reactive plates should be a high slot for two reasons:
1. Shield has regulators as a low slot so they can fit a just-for-tank build, armor should have the same option.
2. This would also give high-slot suits an armor tanking option, increasing the abundance of armor meta.
I think that this change would make armor extremely powerful, and if not place it at the same level as shields at the very least give some more fitting options (for variety's sake).
This might actually make armor better than shields...I suppose ferroscales would be a more "balanced" module to make a high slot but I kinda want to see a day when armor tankers stop crying.
Thoughts?
Oh and I personally don't think armor tanking needs a buff I just think this would make it more interesting. |
Midas Fool
Guardian Solutions
84
|
Posted - 2013.08.06 07:42:00 -
[2] - Quote
Delta 749 wrote:I dont know, it has the potential to be massively broken For instance lets say a amaar logi loads up on just armor reps and reactive plates what would his HP regen be like, it could be the cal logi all over again but even worse since certain weapons couldnt make a dent at all But that sounds so cool.... A true active tank. In Dust! |
Midas Fool
Guardian Solutions
88
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Posted - 2013.08.06 08:20:00 -
[3] - Quote
Vyzion Eyri wrote:Or maybe a module which boosts repair tool effectiveness. Imagine a Core Focused Repair Tool repairing a heavy with this module. Lets say the bonus is 25%. 125hp/s repaired. 750hp repaired in 6 seconds.
Would encourage a little more teamwork, and capitalise on the one advantage shield tankers have over armour tankers: logibro support. Well, armor tankers are currently very reliant on repair tool support, my suggestion would actually improve solo armor.
Although more plates means another +25 WP cycle for repping. |
Midas Fool
Guardian Solutions
88
|
Posted - 2013.08.06 08:28:00 -
[4] - Quote
Delta Iddon wrote:Delta 749 wrote:You have any math to back that up Iddon? and Im guessing you mean that if every bullet connects say 24 damage per bullet, smgs do +10% to armor which is just over 26 damage per bullet 1000 rpm = just over 16 rounds per second Assuming only 25% of them hit, thats 104 damage per seond
This coupled with the movement speed penalty the plates will still have has me believing that this change wouldn't be overpowered in the slightest.
Just more variety
Now this needs to be a request. |
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