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Protocake JR
Fraternity of St. Venefice Amarr Empire
575
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Posted - 2013.08.14 09:01:00 -
[1] - Quote
Keep them as a low slot module OR make armor repairers/reactive plates high slot modules (sacrificing damage/shields for armor repairs)
Instead of two very weak bonuses, reactive plates should be given a unique function, such as the ability to quickly repair armor up to a certain amount.
To clarify, this means that if you equip a reactive plate it will repair armor up to 60 hp instantly after a 3 second delay if your armor is below 60. If you take damage, but your armor is above 60, the reactive plates will NOT begin repairing. Reactive plates only begin repairing if your armor is below the amount they repair to (in this example they only begin repairing if armor is below 60)
Stacking reactive plates vs armor repairers I see reactive plate stacking as a method for armor rep tanking scouts/assaults to maintain survivability during cover to cover CQC. The trade off is reactive plates heal less total armor than armor repairers in order to have the instant (after the delay) armor reps up to 60. Reactive plates also give off a speed penalty while armor repairers do not. Stacking penalties may include a longer delay.
Numbers are placeholders in order to illustrate the concept and the numbers and ideas are subject to debate and discussion. |
True Adamance
PIE Inc. Praetoria Imperialis Excubitoris
1233
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Posted - 2013.08.14 09:04:00 -
[2] - Quote
Love the concept but I want to see Wolfman's hard work and general goodness come to be first, then he can implement your amazing idea. |
hackerzilla
Defenders of the Helghast Dream
203
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Posted - 2013.08.14 09:12:00 -
[3] - Quote
I like the idea of armor reps in high slot, but then some shield tankers would complain to get shield regen on low. (obviously they shouldn't be) |
Vyzion Eyri
The Southern Legion
1168
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Posted - 2013.08.14 09:21:00 -
[4] - Quote
hackerzilla wrote:I like the idea of armor reps in high slot, but then some shield tankers would complain to get shield regen on low. (obviously they shouldn't be)
They have shield regulators for low slots anyway. There are currently no high-slot armour modules.
When I first heard of reactive armour plates I thought they would react after taking damage, to repair a % amount of damage you've taken; hence the name: reactive.
So basically its similar your idea, because repair happens a few seconds after taking any amount of damage. The thing is, if you've only taken 10 damage, you repair less than if you've taken 300 damage. Hence, these reactive plates should be the modules going into the high slots, so heavies can stack plates and reactive plates on the highs, which technically means taking huge chunks of damage without dying leads to repairing most of it back up, but never back to 100%, so logibros still have something to do. Also the repair kicks in after that interval, so grenades/shotguns can still finish a heavy before their reactive plates start working. |
Guinevere Bravo
SVER True Blood
308
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Posted - 2013.08.14 10:21:00 -
[5] - Quote
I think armor tankers need a module for the highs but it shouldnt be an existing module.
Instead i think we need armour rep boosters ALA EVE. So they increase the amount repped by a repper or decrease there cycle time from a second to half a second. |
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