Meeko Fent
Seituoda Taskforce Command Caldari State
710
|
Posted - 2013.08.24 02:13:00 -
[1] - Quote
Passive Armor Rep is BAD.
It makes the usage of Armor Reps obsolete.
Why Skill into Armor reps when you don't need them?
To get a faster recharge, at the cost of 150 HP?
They'd be like Shield Rechargers. Sure probably SOMEONE uses them, but they are useless due to the fact that shields recharge naturally.
Sure, SOMEONE might use them after they implement this, but why? You can get WAY more Buffer, by using those slots for Plates, and you still recharge!
-1. Making a type of mods completely pointless is bad design. Point in case, Rechargers. The Reps are a part of the Armor Tanking lifestyle. If the 1.5 Penalty is introduced, which I hope it is, then Shield and Armor Tanks will need the same amount of Skills to be fully effective. Tada. |
Meeko Fent
Seituoda Taskforce Command Caldari State
710
|
Posted - 2013.08.24 02:54:00 -
[2] - Quote
BL4CKST4R wrote:Meeko Fent wrote:Passive Armor Rep is BAD.
It makes the usage of Armor Reps obsolete.
Why Skill into Armor reps when you don't need them?
To get a faster recharge, at the cost of 150 HP?
They'd be like Shield Rechargers. Sure probably SOMEONE uses them, but they are useless due to the fact that shields recharge naturally.
Sure, SOMEONE might use them after they implement this, but why? You can get WAY more Buffer, by using those slots for Plates, and you still recharge!
-1. Making a type of mods completely pointless is bad design. Point in case, Rechargers. The Reps are a part of the Armor Tanking lifestyle. If the 1.5 Penalty is introduced, which I hope it is, then Shield and Armor Tanks will need the same amount of Skills to be fully effective. Tada.
EDIT- Or, if you do this, Make Plates give similar HP bonuses to extenders. Not necessarily since the repair is not high enough to sustain an armor suit for a long time, for example to fully repair a Gallente Assault with 4 enhanced armor plates with a would take 1 minute 40 seconds with a passive repair of 8, vs a shield suit taking which would repair fully in less than 30 seconds. Adding a armor repairer to that suit loses 135 armor but your armor can repair fully in 47 seconds so its still very beneficial to use armor repairers. Yes, but do you think that it would even be worth it?
Survive longer under fire, or rep back health in 47 seconds.....
Live to rep slowly..... Or Die, and have that rep mean nothing, when you could have fit more Plates....
This wouldn't fix the issue of Dual Tanking, and it would just make ANOTHER mod useless.
Armor Reppers could be tacked on to the other Mods that have no real purpose, like......
Profile Dampners Melee Mods Precision Enhancers Long Range Scanners Shield Regulators Shield Rechargers Cardiac Regulators Sidearm Damage Mods Shield Energizers
Its the first thing on your pro list. Makes Pure Armor Viable.
Compared to Pure Shield, it is, but due to EVERYBODY dual tanking, due to it being completely and utterly better, all this is for moot.
Eliminate Dual Tanking=All the Tanking Styles are Viable.
Passive Armor rep=OP Armor Suits
I say it will make Armor suits OP, as like I said, it really doesn't matter of you Rep in 1 minute thirty, or 47 seconds, cause if survive the fight, you win. Technically, if you compare Pure Armor To Pure Shield, Armor Has way more HP, and Way more damage output, due to open highs.
Its only cause Pure Armor Versus Dual, is really one-sided. I have a huge Buffer that regens quite fast, and a mega-huge buffer that regens slow.
Right now, after 1.4, 4 Enhance Plates (as one Slot is taken by Repper, Versus 5 Comp Extenders, makes it.....
Armor Gets 460 More HP, going Pure Armor....
Shield gets 330 going Pure Shield....
Both Combined equals (Assuming a Gal Suit, which I think is 4 Highs, 5 lows at Proto)..... 724.
Now, We can all see the main outlier in this equation.
So, if we calculate that this is done, that leaves Armor at.... 575.
Much higher then shield, Much less the Dual.
tl;dr, As Blacks OP says, its the Dual tanking Caldari Suits that are throwing the balance of Shield and armor off.
After 1.4, leave Armor alone, and give Shields their GD penalty. (Strange, I'm a Shield Tanker, and I want them to be worse ) Dual tanking will be Much Less Viable, but if necessary, Give the Pure Armor Tankers a Mod to counteract their Penalty.
I think that Dual tanking will always be here, but making their life as much of a hell as possible is very good. |
Meeko Fent
Seituoda Taskforce Command Caldari State
716
|
Posted - 2013.08.24 02:55:00 -
[3] - Quote
ZDub 303 wrote:Meeko Fent wrote:Passive Armor Rep is BAD.
It makes the usage of Armor Reps obsolete.
Why Skill into Armor reps when you don't need them?
To get a faster recharge, at the cost of 150 HP?
They'd be like Shield Rechargers. Sure probably SOMEONE uses them, but they are useless due to the fact that shields recharge naturally.
Sure, SOMEONE might use them after they implement this, but why? You can get WAY more Buffer, by using those slots for Plates, and you still recharge!
-1. Making a type of mods completely pointless is bad design. Point in case, Rechargers. The Reps are a part of the Armor Tanking lifestyle. If the 1.5 Penalty is introduced, which I hope it is, then Shield and Armor Tanks will need the same amount of Skills to be fully effective. Tada.
EDIT- Or, if you do this, Make Plates give similar HP bonuses to extenders. Not necessarily, energizers are used a lot by shield tankers, it was just that rechargers were UP. Really?
Thought they were High slot Mods.
EDIT- I'll edit them outta my above post |