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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2059
|
Posted - 2013.08.24 07:40:00 -
[1] - Quote
This is with new numbers and bonuses:
A) 2 x Complex Reactive 66 hp, 1% speed penalty, 2 hp/s repair @ 36 CPU 16 PG = 132 hp, 2% speed penalty, 4 hp/s 72 CPU 32 PG
B) 1 Enhanced Plate 117 hp, 3% speed penalty @ 20 CPU 6 PG & 1 Enhanced Armor repairer 3.45 hp/s @ 35 CPU 5 PG = 117 hp, 3% speed penalty, 3.45 hp/s 55 CPU 11 PG
A.----vs.----B. 132 vs. 117 hp 2% vs. 3% speed penalty 4 vs. 3.45 hp/s repair 72 vs. 55 CPU 32 vs. 11 PG
Results? Reactive plates give you 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG.
How popular would a low slot module that gives 15 hp, 0.15 repair, and subtracts 1% from move penalty be at 17 CPU 21 PG I wonder?
Sort of... it gets better:
SP cost: A) requires Armor Plating 5 Total: 932,760 SP
B) requires Armor Plating 3 and Armor Repair Systems 3 cost 205,200 SP x 2 Total: 410,400 SP
You get: 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG AFTER you spend 522,360 MORE SP. You have to spend over twice as much SP for plates that are notably worse than these ADV modules. |
Mobius Kaethis
Molon Labe. League of Infamy
657
|
Posted - 2013.08.24 09:17:00 -
[2] - Quote
Yep, you found the secret. Reactive plates are a poor fitting choice as they stand right now. The need to have more armor, a higher repair rate, or both of these two things to make their crazy cpu and pg costs worth while. |
Happy Jack SD
Ahrendee Mercenaries EoN.
2
|
Posted - 2013.08.24 09:27:00 -
[3] - Quote
Reactive plates are great when you only have one low slot.
It's not really shocking that a module that does two things is outshone by two modules that do those two things individually. Having Reactive Plates being statistically viable in comparison to a combination of Plates and Reppers would mean people would just fill their low slots with them. Instead, Reactive Plates are something to use when you have one low slot and want some HP and Armour Reps.
Instead, compare 1 Reactive Plate -vs- an Armour Plate /or/ a Armour Repper... I'm sure you'd agree the comparison changes drastically. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
692
|
Posted - 2013.08.24 10:23:00 -
[4] - Quote
Happy Jack SD wrote:
Instead, compare 1 Reactive Plate -vs- an Armour Plate /or/ a Armour Repper... I'm sure you'd agree the comparison changes drastically.
I did.
You get about a third of the hp, and half of the armor rep, for a huge loss in pg/cpu. The worst part about the reactives is the cpu/pg cost.
Like you said, reactives are better for those with only one slot to use, but honestly I'd rather save my pg/cpu for something else and just equip a basic plate or armor repair instead. The best suit to use reactives with is the commando as the skill bonus helps give that module the extra boost...but then again just a single complex plate or repair would work better...
reactives need to be half and half for more cpu/pg. For instance, half a basic plate plus half a basic repair = a basic reactive plate |
Happy Jack SD
Ahrendee Mercenaries EoN.
2
|
Posted - 2013.08.24 11:02:00 -
[5] - Quote
I-Shayz-I wrote:Like you said, reactives are better for those with only one slot to use, but honestly I'd rather save my pg/cpu for something else and just equip a basic plate or armor repair instead. The best suit to use reactives with is the commando as the skill bonus helps give that module the extra boost...but then again just a single complex plate or repair would work better... *shrug* I'll still use Reactive Plates when I'm building a suit that needs CPU/PG mods and only has 1 low slot left over. I favour Shields over Armour so having some Armour reps and some additional Armour on my loadout is better than more reps but less health or more health but no reps IMO.
If I have 2 low slots I obviously fit the plates and repper, but the duality of the module is at least useful in fittings (unlike the comparison of shield recharger -vs- shield energizer). |
BL4CKST4R
WarRavens League of Infamy
1212
|
Posted - 2013.08.24 11:20:00 -
[6] - Quote
Reactive plates and ferroscales suck due to their fitting costs. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5531
|
Posted - 2013.08.24 11:25:00 -
[7] - Quote
Great analysis. I sent a tweet to CCP Cmdr Wang and CCP Logibro, hopefully they'll get it to Wolfman. |
Arkena Wyrnspire
Turalyon 514
2746
|
Posted - 2013.08.25 13:19:00 -
[8] - Quote
Excellent post, +1.
The problem with reactives and plate/rep comboes is that they're always going to tread on each others toes. There's nothing that can be done within their current role definition that could let them coexist equally with an actual point to using one or the other. |
Komodo Jones
Chaotik Serenity
60
|
Posted - 2013.08.25 14:25:00 -
[9] - Quote
So far the only use I see for reactive plates are for people who only have 1 low powered slot left and don't want to decide between adding a little bit of armor or a little bit of armor repair, like if you have the rest of the spots filled with codebreakers or something. I would think they would be useful to people who wanted some kind of armor repair with no skills in the armor repair section too but, well u can get the same kind of armor repair with a militia repair mod, it's all about the idea of saving you a slot.
Someone came up with the idea of having the reactive plates need the armor plating and armor repair skill, I agreed only if the stats would get a boost to go with it, for those who specialize in armor something like that could be unmatched in armor tanking and I don't see why this doesn't happen. If the HP were brought to a little less that the normal plates, and the repair were brought to a little below armor repair modules it could balance out. Could give a player a modest amount of both armor and repair, but never more than just using the dedicated modules. |
Komodo Jones
Chaotik Serenity
60
|
Posted - 2013.08.25 14:30:00 -
[10] - Quote
BL4CKST4R wrote:Reactive plates and ferroscales suck due to their fitting costs. I don't mind the cost too much since I run logistics, and once 1.4 comes out I expect to be doing alot of tanking and cutting costs at the same time. As of right now ferroscale is still useful to me for the lack of speed reduction but when the speed reduction gets cut, 2 enhanced plates will do just fine, or maybe Ill use a complex and 2 reppers, who knows with the buff these things are getting there's tons of new ways to combine them where there wasn't before because it just wasn't worth it. |
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Cass Caul
Namtar Elite Gallente Federation
59
|
Posted - 2013.08.25 15:43:00 -
[11] - Quote
do the math for 2 ferroscale plates vs 1 armor plate and a basic kincat :p
same thing. Even with the increase in HP, these problems are still the same. |
zzZaXxx
The Exemplars Top Men.
207
|
Posted - 2013.08.25 19:11:00 -
[12] - Quote
Happy Jack SD wrote:I-Shayz-I wrote:Like you said, reactives are better for those with only one slot to use, but honestly I'd rather save my pg/cpu for something else and just equip a basic plate or armor repair instead. The best suit to use reactives with is the commando as the skill bonus helps give that module the extra boost...but then again just a single complex plate or repair would work better... *shrug* I'll still use Reactive Plates when I'm building a suit that needs CPU/PG mods and only has 1 low slot left over. I favour Shields over Armour so having some Armour reps and some additional Armour on my loadout is better than more reps but less health or more health but no reps IMO. If I have 2 low slots I obviously fit the plates and repper, but the duality of the module is at least useful in fittings (unlike the comparison of shield recharger -vs- shield energizer).
On the occasion that you have extra CPU and PG in your last slot it would be viable perhaps, but even then a complex repper would be better since they give so little hp. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2119
|
Posted - 2013.08.26 09:52:00 -
[13] - Quote
That's my feeling to some degree. I like the changes made to armor plates, but I still don't think Reactive are particularly useful. If we're talking at the high end cost-wise (complex reactive plates), then the amount reps you'd get isn't particularly notable. You paid out-the-ass fitting-wise for the same reps as a MLT repper.
I thought the numbers in the OP were interesting mostly, just because the SP cost and effectiveness were so out of whack.
Only having 1 slot seems like a poor justification as well, and the fitting is a large part of that. That's true comparing at even the basic level:
Basic Plate: 85hp 2% move penalty Basic/MLT Repper: 2hp/s
You more or less beat the COMPLEX reactive on either count stat-wise at the basic level, but you pay 36 CPU 16 PG for the Complex which is a huge hit for the relative gain you're getting from the plate. |
Kelrie Nae'bre
not in a corporation
147
|
Posted - 2013.08.27 11:20:00 -
[14] - Quote
This is even more relevant considering that these would supposedly be "fixed" with the incoming changes. It doesn't really "fix" the issues with Reactive plates. |
BL4CKST4R
WarRavens League of Infamy
1261
|
Posted - 2013.08.27 11:49:00 -
[15] - Quote
Complex reactive plates should cost 30CPU/6PG and give 3 HP/s |
DeadlyAztec11
Red Star Jr. EoN.
2029
|
Posted - 2013.08.27 14:39:00 -
[16] - Quote
Reactive plates are not meant to be used as an alternative to regular armor plates. They are supposed to be used instead of a repper, on mostly non Gallante suits. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5559
|
Posted - 2013.08.27 14:42:00 -
[17] - Quote
DeadlyAztec11 wrote:Reactive plates are not meant to be used as an alternative to regular armor plates. They are supposed to be used instead of a repper, on mostly non Gallante suits. Why would anyone choose to use a reactive plate instead of a repper? the fitting costs are high, the repair rate is low, and HP gained from using a reactive instead of a repper is very small. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2189
|
Posted - 2013.08.29 10:59:00 -
[18] - Quote
KAGEHOSHI Horned Wolf wrote:DeadlyAztec11 wrote:Reactive plates are not meant to be used as an alternative to regular armor plates. They are supposed to be used instead of a repper, on mostly non Gallante suits. Why would anyone choose to use a reactive plate instead of a repper? the fitting costs are high, the repair rate is low, and HP gained from using a reactive instead of a repper is very small.
It's like the lottery, a penalty on people that can't do math. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5636
|
Posted - 2013.08.31 18:04:00 -
[19] - Quote
Reactives suuuuuuuuuck |
gargantuise aaron
Sanguine Knights
125
|
Posted - 2013.08.31 20:55:00 -
[20] - Quote
I run shield extenders,feroscale and 1 reactive plate on my caldari suit why? Simple I'm not concerned with my armor repair too much sheilds recharge I'm good for a while while I rep my armor very slowly after a close encounter by time my shields are broken again I usually have full armor |
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gargantuise aaron
Sanguine Knights
125
|
Posted - 2013.08.31 20:57:00 -
[21] - Quote
Also please do the math on complex plates and reactive, id like to know but don't feel like doing it my self |
Meeko Fent
Seituoda Taskforce Command Caldari State
749
|
Posted - 2013.08.31 22:26:00 -
[22] - Quote
Lower the fitting stays to a normal plate. Ferros too.
They already have up quite a bit to have no penalty, or a dual purpose.
Bam. Nothing more. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2256
|
Posted - 2013.09.03 14:55:00 -
[23] - Quote
Meeko Fent wrote:Lower the fitting stays to a normal plate. Ferros too.
They already have up quite a bit to have no penalty, or a dual purpose.
Bam. Nothing more.
Altering the fitting is definitely one route, though I can definitely see a place for a higher fitting plate that was more... useful. |
Dehlia Metii
not in a corporation
59
|
Posted - 2013.09.05 08:09:00 -
[24] - Quote
Lots of people buying the reactive plates now? |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2303
|
Posted - 2013.09.09 07:10:00 -
[25] - Quote
Dehlia Metii wrote:Lots of people buying the reactive plates now?
People are more likely be buying the complex ones, or other regular ones. The speed penalty isn't too bad, and people are dropping like flies against the AA with ARs, etc. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
5915
|
Posted - 2013.09.13 01:16:00 -
[26] - Quote
Still UP |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2347
|
Posted - 2013.09.15 04:57:00 -
[27] - Quote
KAGEHOSHI Horned Wolf wrote:Still UP
Not sure that this will be looked at in 1.5. Everyone's up in arms about AA and getting gunned down too quickly; the numbers on unpopular low-hp plates probably aren't popping up. |
Mobius Kaethis
Molon Labe. RISE of LEGION
752
|
Posted - 2013.09.15 06:35:00 -
[28] - Quote
That is probably true but it really is something that CCP needs to look at since there is no reason people should be running these right now. |
Jathniel
G I A N T EoN.
933
|
Posted - 2013.09.15 17:34:00 -
[29] - Quote
Zeylon Rho wrote:This is with new numbers and bonuses:
A) 2 x Complex Reactive 66 hp, 1% speed penalty, 2 hp/s repair @ 36 CPU 16 PG = 132 hp, 2% speed penalty, 4 hp/s @ 72 CPU 32 PG
B) 1 Enhanced Plate 117 hp, 3% speed penalty @ 20 CPU 6 PG & 1 Enhanced Armor repairer 3.45 hp/s @ 35 CPU 5 PG = 117 hp, 3% speed penalty, 3.45 hp/s 55 CPU 11 PG
A.----vs.----B. 132 vs. 117 hp 2% vs. 3% speed penalty 4 vs. 3.45 hp/s repair 72 vs. 55 CPU 32 vs. 11 PG
Results? Reactive plates give you 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG.
For reference the total PG of a MLT Gallente Frame is 25 PG; so, just the surplus PG needed to operate the plates is about the same as the entire PG allotment on a MLT suit.
How popular would a low slot module that gives 15 hp, 0.15 repair, and subtracts 1% from move penalty be at 17 CPU 21 PG I wonder?
Sort of... it gets better:
SP cost: A) requires Armor Plating 5 Total: 932,760 SP
B) requires Armor Plating 3 and Armor Repair Systems 3 cost 205,200 SP x 2 Total: 410,400 SP
You get: 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG AFTER you spend 522,360 MORE SP. You have to spend over twice as much SP for plates that are notably worse than these ADV modules.
Make Reactive Plates do what their name says it does..... "React".
Give Reactive plates a range of armor healing speed depending on how much fire they come under.
The more damage sustained the harder they rep, when not under fire, their rep speed gradually slows to a stop. |
KAGEHOSHI Horned Wolf
Brutor Vanguard Minmatar Republic
6000
|
Posted - 2013.09.17 20:54:00 -
[30] - Quote
Jathniel wrote:Zeylon Rho wrote:This is with new numbers and bonuses:
A) 2 x Complex Reactive 66 hp, 1% speed penalty, 2 hp/s repair @ 36 CPU 16 PG = 132 hp, 2% speed penalty, 4 hp/s @ 72 CPU 32 PG
B) 1 Enhanced Plate 117 hp, 3% speed penalty @ 20 CPU 6 PG & 1 Enhanced Armor repairer 3.45 hp/s @ 35 CPU 5 PG = 117 hp, 3% speed penalty, 3.45 hp/s 55 CPU 11 PG
A.----vs.----B. 132 vs. 117 hp 2% vs. 3% speed penalty 4 vs. 3.45 hp/s repair 72 vs. 55 CPU 32 vs. 11 PG
Results? Reactive plates give you 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG.
For reference the total PG of a MLT Gallente Frame is 25 PG; so, just the surplus PG needed to operate the plates is about the same as the entire PG allotment on a MLT suit.
How popular would a low slot module that gives 15 hp, 0.15 repair, and subtracts 1% from move penalty be at 17 CPU 21 PG I wonder?
Sort of... it gets better:
SP cost: A) requires Armor Plating 5 Total: 932,760 SP
B) requires Armor Plating 3 and Armor Repair Systems 3 cost 205,200 SP x 2 Total: 410,400 SP
You get: 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG AFTER you spend 522,360 MORE SP. You have to spend over twice as much SP for plates that are notably worse than these ADV modules. Make Reactive Plates do what their name says it does..... "React". Give Reactive plates a range of armor healing speed depending on how much fire they come under. The more damage sustained the harder they rep, when not under fire, their rep speed gradually slows to a stop. Interesting idea, I like it. |
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Tallen Ellecon
KILL-EM-QUICK RISE of LEGION
737
|
Posted - 2013.09.18 18:07:00 -
[31] - Quote
As far as the shield versus armor debate is going, I think this setup is fine. With the return of ARs, SCRs, and LRs shields are having more than enough trouble. Ferroscale and Reactive plates are good for those who armor tank but can't sacrifice speed, or have no repping capabilities, but not a superior alternative to basic reppers and plates. |
Cody Sietz
Bullet Cluster
996
|
Posted - 2013.09.18 18:26:00 -
[32] - Quote
This is why I want more PG for Gallente light and medium frame suits(besides Logi suits)
+2 base would do it. |
CLONE117
Planetary Response Organization Test Friends Please Ignore
366
|
Posted - 2013.09.18 18:29:00 -
[33] - Quote
it seems to be a trade off..it gives armor and reps...all in one module slot..
but its drawbacks include being weaker than the armor plate and armor repper modules..which will take up 2 slots...
so stacking reactive plating shouldnt be an alternative for those who armor tank....
although i do think it should rep a little faster than the way it is now...
id rather stick with my mlt fitting with 496 armor and 2hp/s rep rate instead of the 522 armor and 1hp/s repair rate....now if reactive plating efficiency was effected by both the armor rep skill and armor plate skills that would make it better.. |
Ion Crush
Militaires-Sans-Frontieres
85
|
Posted - 2013.09.18 18:31:00 -
[34] - Quote
What I would like to see are some more low slot items that we want to use. We'd use more of the low slots up with other modules so the reactive plat starts to look good with 2 stats instead of 1. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2378
|
Posted - 2013.09.19 10:44:00 -
[35] - Quote
Ion Crush wrote:What I would like to see are some more low slot items that we want to use. We'd use more of the low slots up with other modules so the reactive plat starts to look good with 2 stats instead of 1.
Both would be good. It would be nice if there were high-slot armor modules. Consider that a shield tanker has a use for low slots (though really, plates are probably more useful to them than regulators), but an armor tanker basically has a shield or damage mod choice. Something like a resistance mod for armor in high slots might balance that out a bit more.
I think the value of the scanning related mods (dampeners, etc.) is still pretty marginal as well. Those are separate issues to the value of the plates though. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1521
|
Posted - 2013.09.19 14:41:00 -
[36] - Quote
DeadlyAztec11 wrote:Reactive plates are not meant to be used as an alternative to regular armor plates. They are supposed to be used instead of a repper, on mostly non Gallante suits.
Then they suck at that job, too. Due to the limited slot layout of amarr suits I've tried to use them quite a few times.
The loss of a whopping 4.3 HPs (compared to complex reppers) reps is in no way worth the extra 66 health.
It is nice to be able to fit a regulator onto a suit instead of both a plate and a repper - but the RPs just cannot keep up with a repper.
I'd use these plates if they followed this approximate tier system.
basic reactive has 65 hp and 1 hps regen (equal to a militia plate and lower than militia reps)
enhanced reactive has 85 hp and 2 hps regen (equal to a basic plate and basic reppers)
complex reactive has 117 hp and 3 hps regen (advanced plate plus advanced reppers)
They would keep their rather insane fitting costs and due to the fact that the armor rep skill's passive bonus does not apply to reactive plates they would still be inferior to reps. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2385
|
Posted - 2013.09.20 07:59:00 -
[37] - Quote
Talos Alomar wrote:DeadlyAztec11 wrote:Reactive plates are not meant to be used as an alternative to regular armor plates. They are supposed to be used instead of a repper, on mostly non Gallante suits. Then they suck at that job, too. Due to the limited slot layout of amarr suits I've tried to use them quite a few times. The loss of a whopping 4.3 HPs (compared to complex reppers) reps is in no way worth the extra 66 health. It is nice to be able to fit a regulator onto a suit instead of both a plate and a repper - but the RPs just cannot keep up with a repper. I'd use these plates if they followed this approximate tier system. basic reactive has 65 hp and 1 hps regen (equal to a militia plate and lower than militia reps) enhanced reactive has 85 hp and 2 hps regen (equal to a basic plate and basic reppers) complex reactive has 117 hp and 3 hps regen (advanced plate plus advanced reppers) They would keep their rather insane fitting costs and due to the fact that the armor rep skill's passive bonus does not apply to reactive plates they would still be inferior to reps.
I could've sworn in the thread about the armor plate changes before 1.4, Wolfman said that the reactive were meant to be affected by Armor Rep's passive. As-is, the reps are so small that it hardly matters though. Also, I believe MLT plates and STD are both the same, they removed the hp difference and kept the fitting difference. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2410
|
Posted - 2013.09.25 00:49:00 -
[38] - Quote
Perhaps we can take another look at the plates-of-suck if we're already going to be doing community feedback on weapons and vehicles. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2626
|
Posted - 2013.10.03 16:49:00 -
[39] - Quote
Even on suits with few low-slots like STD Amarr Assaults, these still seem like a bad option. I'd like to emphasize that it's not just the complex reactive plates that have issues - all of them do. These need a look before they're viable options for suits. It's possible the high damage output of everyone right now makes them look even worse, and the reps aren't really appreciable and don't get any skill bonuses... so... |
zibathy numbertwo
Nox Aeterna Security
184
|
Posted - 2013.10.03 21:46:00 -
[40] - Quote
Ferroscale from Enhanced to Complex adds 25 more armor (50 to 75) while DOUBLING the PG (7 to 14) and increasing the CPU by 50% (27 to 39), which I guess makes sense, but doesn't really reward the sp invested if the efficiency is the same from ADV to PRO.
STD Ferro to ADV Ferro adds *15* (40% increase) armor while more than TRIPLING PG (2 to 7) and almost doubling CPU (15 to 27)
Fitting cost should be reduced so I can actually fit this crap on my armor tanking scout. Armor increase would be nice too so long as it's not OP... |
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1611
|
Posted - 2013.10.03 22:31:00 -
[41] - Quote
Zeylon Rho wrote:Even on suits with few low-slots like STD Amarr Assaults, these still seem like a bad option. I'd like to emphasize that it's not just the complex reactive plates that have issues - all of them do. These need a look before they're viable options for suits. It's possible the high damage output of everyone right now makes them look even worse, and the reps aren't really appreciable and don't get any skill bonuses... so...
A militia repper outperforms any equivalently oriced RP on a standard Amarr suit... |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2631
|
Posted - 2013.10.03 22:49:00 -
[42] - Quote
Talos Alomar wrote:Zeylon Rho wrote:Even on suits with few low-slots like STD Amarr Assaults, these still seem like a bad option. I'd like to emphasize that it's not just the complex reactive plates that have issues - all of them do. These need a look before they're viable options for suits. It's possible the high damage output of everyone right now makes them look even worse, and the reps aren't really appreciable and don't get any skill bonuses... so... A militia repper outperforms any equivalently oriced RP on a standard Amarr suit...
I'd use the my MLT Armor Plate BPO or MLT Armor Repper BPO before pretty much any of the reactive plates.
/sigh |
Kelrie Nae'bre
not in a corporation
158
|
Posted - 2013.10.04 11:13:00 -
[43] - Quote
Zeylon Rho wrote:Talos Alomar wrote:Zeylon Rho wrote:Even on suits with few low-slots like STD Amarr Assaults, these still seem like a bad option. I'd like to emphasize that it's not just the complex reactive plates that have issues - all of them do. These need a look before they're viable options for suits. It's possible the high damage output of everyone right now makes them look even worse, and the reps aren't really appreciable and don't get any skill bonuses... so... A militia repper outperforms any equivalently oriced RP on a standard Amarr suit... I'd use the my MLT Armor Plate BPO or MLT Armor Repper BPO before pretty much any of the reactive plates. /sigh
Well of course MLT equipment is meant to seem vastly preferable to PRO gear. How would you bother changing Reactives then? |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
989
|
Posted - 2013.10.04 12:03:00 -
[44] - Quote
I don't know if I've already made this argument...but here's my view on these modules.
Say I'm running a medium suit with 3 lows. I want to be undetected by advanced scanners so I throw on a complex dampener. I also want to make sure my shields come back quickly so I use an advanced shield regulator. Now I only have one slot, but I still would like to add some armor to the suit. The problem is, adding more armor is pointless if you can't regenerate it.
1. I take away either the dampener or the regulator in order to fit both a plate and a repper. 2. I only use a repper, but it doesn't seem to work well 3. I use a reactive plates
As a side note, because reactive plates work the same as regular plates in terms of stacking speed penalties, using a large quantity of them gives you a lot of health while still allowing you to move relatively quickly. __________________________
I agree with you that they suck. There are two reasons for this. 1. The armor repair value is too low. Needs to be more like 1-basic 2-enhanced 3-complex 2. The fitting cost is WAY too high. They did this because these are supposed to be the armor equivelent to shield extenders. The problem is that their cost doesn't match the amount of armor/repair we should get from them. All of the plates in a tier should cost the same amount of cpu//pg, but have different pros/cons.
This is the classic example of something that sounds great on paper, and might work well in design (i.e. stats are based off of extenders), but doesn't work well in the game. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2639
|
Posted - 2013.10.04 13:41:00 -
[45] - Quote
Kelrie Nae'bre wrote:Zeylon Rho wrote: blah blah Well of course MLT equipment is meant to seem vastly preferable to PRO gear. How would you bother changing Reactives then?
There's more than one way to fix it, and it depends on if you're willing to change the skill reqs. Low hp, low reps, and high fitting combine to make them bad. The fact there's no requirement for armor repair skill (nor are they modified by it) keeps them from adding higher amounts of reps due to balance issues I think. If you can get your reps without skilling into armor repair, then you'd made a skill useless.
I'd suggest they but a double req on them of both armor plates and armor repair, so Basic/Advanced/Complex reactive plates would require 1/1, 3/3, and 5/5 in those skills to be used. I think it'd free them from the notion of crippling the reps for the sake of balance.
Also note that CCP Wolfman actually said that the Reactive plates ARE supposed to be impacted by repair skill.
Despite this not happening, it would make more sense in the context of a dual-skill item in the first place.
Stat-wise... there's a couple different approaches. First, current stats:
Plates: 10/1 - 85hp, 2% 20/6 - 110hp, 3% 30/12 - 135hp, 5%
Repper: 20/1 - 2hp/s 35/5 - 3hp/s 45/11 - 5hp/s
Reactive: 10/4 - 25hp, 0%, 1hp/s 24/9 - 40hp, 1%, 1hp/s 36/16 - 60hp, 1%, 2hp/s
A couple observations first: the existing growth on Reppers and Plates isn't exactly even.
With the plates, fitting grows evenly with a sort of: (10x1/2/3,1/6/12) pace, and hp growth is also linear (X, X+25, X+50). However the speed penalty growth seems off in comparison - HP growth is linear but the speed penalty increase doubles (+1%, +2%). This is enough of a reason to avoid the complex plates a lot of the time, as 25 hp probably isn't worth 2% more of a speed hit. Either the hp should've doubled too (160hp plate) or the speed hit should've been at 4%.
Reppers have something of the opposite problem. The fitting jumps somewhat unevenly (+15/+10, 1/5/11) while the relative gain on the reppers doubles (+1hp/s, +2hp/s). The result is a actually a smaller CPU jump from ADV to PRO than from STD to ADV, but a larger gain for the smaller jump.
Basically, you get higher returns on the last level for reppers, and lower returns for plates than you'd expect. Most of these comparisons would work better if that was even/fixed to begin with, but I'll put that aside for now.
As a little experiment, let's make theoretical plates that just combine the stats of the two:
30/2 - 85hp, 2%, 2hp/s 55/11 - 110hp, 3%, 3hp/s 75/23 - 135hp, 5%, 5hp/s
vs.
10/4 - 25hp, 0%, 1hp/s 24/9 - 40hp, 1%, 1hp/s 36/16 - 60hp, 1%, 2hp/s
The stats for straight up combining them are much too good to use. The basic model would be easier to fit than an ADV Repper, and for only 1 less hp/s give a sizable hp boost, etc. The far end would be hard to fit on the other hand, and I don't think many people would bother with the Complex model for that sort degree of improvement over the ADV.
The stats on the reactive plates are clearly much much worse though. Part of me thinks that the rep totals on the reactive wound up worse because repper amounts are already so low that it there's not many directions you can go if your original models are already fielding numbers as low as 2/3/5. On the other hand, the basic reactive plate manages to require more PG than the two other modules combined. Let's try a more linear set of gains with drawbacks included:
15/4 - 50hp, 2%, 1hp/s 30/10 - 70hp, 3%, 2hp/s 45/17 - 90hp, 4%, 3hp/s
Take the OP comparison now:
PRO-Reactive x2: 90/34 - 180hp, 8%, 6hp/s ADV Plate + Repper: 55/11 - 110hp, 3%, 3hp/s
Here the gains of two PRO modules are clearly greater than two ADV modules (though with a big speed hit).
In a PRO comparison:
PRO-Reactive x2: 90/34 - 180hp, 8%, 6hp/s PRO Plate + Repper: 75/23 - 135hp, 5%, 5hp/s
The reactive plate combo is costing more in fitting, and giving somewhat marginal gains in hp/hp/s for a larger speed hit. Does that seem right? I don't know. It might need some tweaking number-wise. The general idea is to give up on the idea of having plates perform this function without requiring the repair skill (or receiving bonuses), keep the fitting high, but make sure that armor-type speed penalties remain in place. |
Kelrie Nae'bre
not in a corporation
158
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Posted - 2013.10.07 11:32:00 -
[46] - Quote
Quote:15/4 - 50hp, 2%, 1hp/s 30/10 - 70hp, 3%, 2hp/s 45/17 - 90hp, 4%, 3hp/s
I'd be more likely to use those. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1635
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Posted - 2013.10.07 23:19:00 -
[47] - Quote
Kelrie Nae'bre wrote:Quote:15/4 - 50hp, 2%, 1hp/s 30/10 - 70hp, 3%, 2hp/s 45/17 - 90hp, 4%, 3hp/s I'd be more likely to use those.
I'd definitely run those, as long as they are affected by the amarr logi/armor rep skill. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2682
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Posted - 2013.10.07 23:33:00 -
[48] - Quote
Talos Alomar wrote:Kelrie Nae'bre wrote:Quote:15/4 - 50hp, 2%, 1hp/s 30/10 - 70hp, 3%, 2hp/s 45/17 - 90hp, 4%, 3hp/s I'd be more likely to use those. I'd definitely run those, as long as they are affected by the amarr logi/armor rep skill.
Technically, they're already supposed to be impacted by skill bonuses, but Wolfman checking on it back in mid-August didn't bear any fruit (or he forgot). It seemed easier to me to work on addressing the plate stats before reminding them about the bonuses not working since the reps were so low on the reactive to begin with.
If you have any feedback on the stats, then I'd be happy to hear it. I wanted something usable with some drawbacks, and mostly outperformed by individual modules in terms of stats/fittings.
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Lynn Beck
Granite Mercenary Division
139
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Posted - 2013.10.07 23:36:00 -
[49] - Quote
I found a use for reactives!! When you're making an armor tanker and you prefer raw hp over repairs, you can use almost all plates and a basic reactive. Or if you're low on CPU and want a repair, you can use a basic reactive because compared to badic repairs, its 20cpu 1pg for basic rep, but 10cpu 4 pg for reactive |
Dehlia Metii
not in a corporation
64
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Posted - 2013.10.08 11:13:00 -
[50] - Quote
Kelrie Nae'bre wrote:Quote:15/4 - 50hp, 2%, 1hp/s 30/10 - 70hp, 3%, 2hp/s 45/17 - 90hp, 4%, 3hp/s I'd be more likely to use those.
I'd use these too.
The PRO version has just barely more hp than a STD/MLT plate, the reps are "ADV", the speed penalty between ADV and PRO. It seems like a fair set of tradeoffs. It's possible they'd want the CPU reqs slightly higher since the PRO reactive is the same CPU as a PRO repper. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2690
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Posted - 2013.10.08 19:26:00 -
[51] - Quote
Dehlia Metii wrote:Kelrie Nae'bre wrote:Quote:15/4 - 50hp, 2%, 1hp/s 30/10 - 70hp, 3%, 2hp/s 45/17 - 90hp, 4%, 3hp/s I'd be more likely to use those. I'd use these too. The PRO version has just barely more hp than a STD/MLT plate, the reps are "ADV", the speed penalty between ADV and PRO. It seems like a fair set of tradeoffs. It's possible they'd want the CPU reqs slightly higher since the PRO reactive is the same CPU as a PRO repper.
That's idea I guess.
a PRO reactive here:
45/17 - 90hp, 4%, 3hp/s
Combines the functions of the two kinds of plates, but it's a complex item that gives you:
BASIC HP (90hp is about the same as 85) ADV Reps (hard to scale it otherwise and not be stupidly pointless, 3hp/s = 3hp/s for ADV repper. Note that I had it start LESS than a basic rep (1 hp/s), and go up 1hp per rank). Speed hit that's greater than ADV, less than PRO (4%, which is slightly less than the penalty on PRO plates).
The fitting scales up linearly from basic, and winds up with CPU that's the same as a complex mod, but PG that's higher than either (but less than combining a complex and a complex). The final fitting stats are higher than an original Reactive Complex plate, which was 36 CPU 16 PG. |
Zeylon Rho
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2693
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Posted - 2013.10.09 11:50:00 -
[52] - Quote
Bump.. |
Hagintora
Chatelain Rapid Response Gallente Federation
156
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Posted - 2013.10.09 12:31:00 -
[53] - Quote
I would prefer it if the Reactive Plates benefitted from both the Armor Plate Skill Bonus and the Amor Repairer Skill Bonus, combined with the OP. |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1647
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Posted - 2013.10.09 15:27:00 -
[54] - Quote
Hagintora wrote:I would prefer it if the Reactive Plates benefitted from both the Armor Plate Skill Bonus and the Amor Repairer Skill Bonus, combined with the OP.
they are supposed to already. |
Hagintora
Chatelain Rapid Response Gallente Federation
156
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Posted - 2013.10.09 15:33:00 -
[55] - Quote
And yet the only bonuses I can see are from the Armor Plate Skill |
Talos Alomar
Subdreddit Test Alliance Please Ignore
1647
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Posted - 2013.10.09 15:46:00 -
[56] - Quote
Hagintora wrote:And yet the only bonuses I can see are from the Armor Plate Skill
Haha, yeah. "Supposed to" being the operative phrase. It's broke. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2693
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Posted - 2013.10.09 16:52:00 -
[57] - Quote
If they were dual-requirement plates, it'd make even more sense for the skill to apply I guess (even though it should already...). |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2698
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Posted - 2013.10.10 12:52:00 -
[58] - Quote
Yeah, it's a bump... |
Kelrie Nae'bre
not in a corporation
173
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Posted - 2013.10.11 05:07:00 -
[59] - Quote
These currently fall into the same niche as Commando suits in that sort of "Awkward and unusable" area. |
Ghost Kaisar
Pradox One
474
|
Posted - 2013.10.11 05:56:00 -
[60] - Quote
Zeylon Rho wrote:KAGEHOSHI Horned Wolf wrote:DeadlyAztec11 wrote:Reactive plates are not meant to be used as an alternative to regular armor plates. They are supposed to be used instead of a repper, on mostly non Gallante suits. Why would anyone choose to use a reactive plate instead of a repper? the fitting costs are high, the repair rate is low, and HP gained from using a reactive instead of a repper is very small. It's like the lottery, a penalty on people that can't do math.
Hmph. Thanks.
I use an Enhanced reactive on my Scout for one reason.
I have so little armor in the first place, I need that extra 40 to take that extra AR bullet.
I also love the small passive rep as well. I run a stamina in the other slot, so I have that one extra slot and the CPU/PG to spare.
I really do wish it gave a better rep though. 1 rep/s is pretty bad, but I would still take 123 armor with 1 rep/s over 80 armor with 2/s. |
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2760
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Posted - 2013.10.12 20:59:00 -
[61] - Quote
Salient issue and all that. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
2760
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Posted - 2013.10.15 16:55:00 -
[62] - Quote
I adjusted the proposed reactives to have a linear gain in HP, as the original plates had a linear gain in hp (+25).
It had occurred to me that shield extenders don't have a linear progression either though. Current TTK makes almost all armor/shields irrelevant anyway, but assuming it's fixed in the future...
You just need to decide where a good standard is for the PRO model. Is the current scope "right"? Shields have lower hp because their hp is effectively more valuable and inherently restorable by default.
I'm not sure if it follows that shields' progression should be so wonky though.
Shield HP 22 -> 33 -> 66
Armor plates: 10/1 - 85hp, 2% 20/6 - 110hp, 3% 30/12 - 135hp, 5%
Shield HP goes: +11, then +33. Huuuuge jump. Or you could look at it as +50%... then +200%. Shield fitting is comparatively normal: 18, 36, 54 (+18) and 3, 6, 11 (+3, +5). This is similar to plate fitting in progression: 10, 20, 30 (+10), 1, 6, 12 (+5, +6). They're both "fairly" linear fitting-wise, and armor is exactly linear on hp with the +25%.
The contrasting factors here are that the speed penalty build is disproportionate on the plates (you take twice the increase in speed penalty for the exact same increase in hp going to complex on armor plates), and that the HP progression on extenders gives you paltry returns on ADV, and triples the degree of increase on complex while holding fitting at the same progression.
It might make more sense to have the ADV extender at 44hp, which would preserve linear progression on the shield extenders. That's a bit off-topic though. Hmm. |
Kelrie Nae'bre
not in a corporation
177
|
Posted - 2013.10.17 16:01:00 -
[63] - Quote
Need these to be made usable... |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6845
|
Posted - 2013.10.31 17:48:00 -
[64] - Quote
Still needs fixing
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2913
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Posted - 2013.11.01 14:30:00 -
[65] - Quote
Not in 1.6 apparently, but I'd like to think they're... aware of it?
Part of me thinks there may be less "incentive" for them to adjust the stats on these plates in particular since there's no AUR-knockoff tiers for reactive or ferroscale. |
Killar-12
The Corporate Raiders Top Men.
1593
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Posted - 2013.11.01 19:28:00 -
[66] - Quote
Yeah, Reactives suck, just make them easier to fit and boom issue fixed and make the Repair Skill help them.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
6861
|
Posted - 2013.11.01 22:37:00 -
[67] - Quote
Fix them!
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
2922
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Posted - 2013.11.03 13:39:00 -
[68] - Quote
They're obviously giving this issue lots of attention. Their top men are on it. TOP. MEN. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3014
|
Posted - 2013.11.07 13:46:00 -
[69] - Quote
Making these useful would be useful. |
Draco Cerberus
Hell's Gate Inc
473
|
Posted - 2013.11.07 16:05:00 -
[70] - Quote
Zeylon Rho wrote: Reactive plates give you 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG.
For reference the total PG of a MLT Gallente Frame is 25 PG; so, just the surplus PG needed to operate the plates is about the same as the entire PG allotment on a MLT suit.
Seems to be working as intended then, the MLT frame is not meant to be a powerhouse, it is meant to be food for the grinder.
Small Fitting Tip.
As a general rule of thumb when fitting a Drop Suit a module of the same level as the suit will allow you to place modules in each slot of the same level. This can at times not be entirely accurate when fitting Proto Suits as the CPU/PG are dependent on various other skills in the tree than just your DS skill level.
What this means.
For someone who has skilled there Dropsuit Upgrades, Electronics, and Engineering skills to LV5, their MLT Dropsuit would have more than the base PG/CPU and certainly have more room to fit the reactive plates.
One Universe...
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1728
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Posted - 2013.11.07 16:34:00 -
[71] - Quote
Draco Cerberus wrote:Zeylon Rho wrote: Reactive plates give you 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG.
For reference the total PG of a MLT Gallente Frame is 25 PG; so, just the surplus PG needed to operate the plates is about the same as the entire PG allotment on a MLT suit.
Seems to be working as intended then, the MLT frame is not meant to be a powerhouse, it is meant to be food for the grinder. Small Fitting Tip.As a general rule of thumb when fitting a Drop Suit a module of the same level as the suit will allow you to place modules in each slot of the same level. This can at times not be entirely accurate when fitting Proto Suits as the CPU/PG are dependent on various other skills in the tree than just your DS skill level. What this means.For someone who has skilled there Dropsuit Upgrades, Electronics, and Engineering skills to LV5, their MLT Dropsuit would have more than the base PG/CPU and certainly have more room to fit the reactive plates.
I think you may have missed the point.
The performance of Complex RP's are comparable to militia gear for much higher fitting costs. That's not working as intended. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3030
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Posted - 2013.11.10 08:22:00 -
[72] - Quote
Bad comparison I guess, I just thought it was interesting to have the PG difference as large as the total PG on a suit.
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Zeylon Rho
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3063
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Posted - 2013.11.19 13:20:00 -
[73] - Quote
This would be great sort of change to have in 1.7 you know...
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7666
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Posted - 2013.12.29 23:19:00 -
[74] - Quote
They need to have PG/CPU consumption cut
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of the threads // Forum alt Gû¦Gû+
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3098
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Posted - 2013.12.30 17:34:00 -
[75] - Quote
I'd prefer stat adjustment, but I think they just generally need to be reworked.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
7691
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Posted - 2013.12.30 23:05:00 -
[76] - Quote
Fix it!
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3105
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Posted - 2014.01.05 20:55:00 -
[77] - Quote
If 1.8 is a big infantry update, perhaps it can be properly inserted there.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
1937
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Posted - 2014.01.06 04:12:00 -
[78] - Quote
Zeylon Rho wrote:If 1.8 is a big infantry update, perhaps it can be properly inserted there.
One can hope. I'd love to see reactive plates become useful.
Try to kill it all you want CCP, I still <3 my laser.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
8079
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Posted - 2014.01.15 17:09:00 -
[79] - Quote
Fix it
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3193
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Posted - 2014.01.18 03:49:00 -
[80] - Quote
I concur.
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
567
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Posted - 2014.01.18 04:13:00 -
[81] - Quote
1.8 would be a good time to fix it.
In fact, it would be ideal. |
Komodo Jones
Chaotik Serenity
341
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Posted - 2014.01.18 04:36:00 -
[82] - Quote
Fair, Ya hear that CCP Wolfman!? Dropship gunners by 1.8, make it so!
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Komodo Jones
Chaotik Serenity
341
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Posted - 2014.01.18 04:37:00 -
[83] - Quote
oh woops wrong post, sorry everyone is talking about **** they wanna see for 1.8 right now
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The Eristic
Sad Panda Solutions
129
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Posted - 2014.01.18 20:56:00 -
[84] - Quote
Fix it! |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3300
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Posted - 2014.01.25 08:33:00 -
[85] - Quote
This is a great candidate for 1.8.
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Mordecai Sanguine
What The French
335
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Posted - 2014.01.25 11:56:00 -
[86] - Quote
Zeylon Rho wrote:This is with new numbers and bonuses: A)2 x Complex Reactive 66 hp, 1% speed penalty, 2 hp/s repair @ 36 CPU 16 PG = 132 hp, 2% speed penalty, 4 hp/s @ 72 CPU 32 PG B)1 Enhanced Plate 117 hp, 3% speed penalty @ 20 CPU 6 PG & 1 Enhanced Armor repairer 3.45 hp/s @ 35 CPU 5 PG = 117 hp, 3% speed penalty, 3.45 hp/s 55 CPU 11 PG A.----vs.----B.132 vs. 117 hp 2% vs. 3% speed penalty 4 vs. 3.45 hp/s repair 72 vs. 55 CPU 32 vs. 11 PG Results? Reactive plates give you 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG.For reference the total PG of a MLT Gallente Frame is 25 PG; so, just the surplus PG needed to operate the plates is about the same as the entire PG allotment on a MLT suit. How popular would a low slot module that gives 15 hp, 0.15 repair, and subtracts 1% from move penalty be at 17 CPU 21 PG I wonder? Sort of... it gets better: SP cost: A) requires Armor Plating 5 Total: 932,760 SPB) requires Armor Plating 3 and Armor Repair Systems 3 cost 205,200 SP x 2 Total: 410,400 SPYou get: 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PGAFTER you spend 522,360 MORE SP. You have to spend over twice as much SP for plates that are notably worse than these ADV modules. Edit: Here's some potential Reactive stats I was brainstorming with a few pages in. These would require both Armor Plate and Armor Repairer skills for each rank: 15/4 - 50hp, 2%, 1hp/s 30/10 - 70hp, 3%, 2hp/s 45/17 - 90hp, 4%, 3hp/s Seem more useful?
They don't need more Hp they need the same PG/CPU than Normal Plates. |
deepfried salad gilliam
Sanguine Knights
400
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Posted - 2014.01.25 13:35:00 -
[87] - Quote
reactives to me seem more like their meant for caldari dual tankers fit all plates and 1 reactive,you dont need fast armor repair as a caldari so the 1or 2 works fine because you have a larger buffer of shields
Proud Christian
one of the most essential parts of eve is left out of dust: freedom, exploration, open-world gameplay.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3302
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Posted - 2014.01.25 19:07:00 -
[88] - Quote
Mordecai Sanguine wrote:Zeylon Rho wrote:This is with new numbers and bonuses: A)2 x Complex Reactive 66 hp, 1% speed penalty, 2 hp/s repair @ 36 CPU 16 PG = 132 hp, 2% speed penalty, 4 hp/s @ 72 CPU 32 PG B)1 Enhanced Plate 117 hp, 3% speed penalty @ 20 CPU 6 PG & 1 Enhanced Armor repairer 3.45 hp/s @ 35 CPU 5 PG = 117 hp, 3% speed penalty, 3.45 hp/s 55 CPU 11 PG A.----vs.----B.132 vs. 117 hp 2% vs. 3% speed penalty 4 vs. 3.45 hp/s repair 72 vs. 55 CPU 32 vs. 11 PG Results? Reactive plates give you 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PG.For reference the total PG of a MLT Gallente Frame is 25 PG; so, just the surplus PG needed to operate the plates is about the same as the entire PG allotment on a MLT suit. How popular would a low slot module that gives 15 hp, 0.15 repair, and subtracts 1% from move penalty be at 17 CPU 21 PG I wonder? Sort of... it gets better: SP cost: A) requires Armor Plating 5 Total: 932,760 SPB) requires Armor Plating 3 and Armor Repair Systems 3 cost 205,200 SP x 2 Total: 410,400 SPYou get: 15 more hp, 1% faster move speed, and 0.15 more repair at a cost of 17 more CPU and 21 more PGAFTER you spend 522,360 MORE SP. You have to spend over twice as much SP for plates that are notably worse than these ADV modules. Edit: Here's some potential Reactive stats I was brainstorming with a few pages in. These would require both Armor Plate and Armor Repairer skills for each rank: 15/4 - 50hp, 2%, 1hp/s 30/10 - 70hp, 3%, 2hp/s 45/17 - 90hp, 4%, 3hp/s Seem more useful? They don't need more Hp they need the same PG/CPU than Normal Plates.
There's more than one way to fix something.
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Zeylon Rho
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3306
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Posted - 2014.01.27 06:18:00 -
[89] - Quote
Still looking for this as well..
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Zeylon Rho
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3411
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Posted - 2014.02.10 14:03:00 -
[90] - Quote
So, TTK is supposed to see adjustments (great news), and one wonders if a niche item like this might get fixed in the process...
Dren and Templar equipment stats, wrong since release.
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Melchiah ARANeAE
The Unholy Legion Of DarkStar DARKSTAR ARMY
491
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Posted - 2014.02.10 16:29:00 -
[91] - Quote
I only use reactive plates on 1 fit. My Scout G/1-series. It works quite well with 2 low slots and wanting to use one of them for a Complex range amp. But once 1.8 hits and I get 3hp/s innate reps, I'm gonna switch over to a Ferroscale plate.
We want cake and tea.
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Texs Red
DUST University Ivy League
182
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Posted - 2014.02.10 18:07:00 -
[92] - Quote
As it standing the fitting cost is prohibitively high for inferior defense/regeneration. As they currently stand either the bonuses need to go up or the fitting costs need to go down, like way down to below current plate costs, for me to consider them a viable method of defense. |
Zeylon Rho
Subdreddit Test Alliance Please Ignore
3464
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Posted - 2014.02.19 14:37:00 -
[93] - Quote
Texs Red wrote:As it standing the fitting cost is prohibitively high for inferior defense/regeneration. As they currently stand either the bonuses need to go up or the fitting costs need to go down, like way down to below current plate costs, for me to consider them a viable method of defense.
I prefer making them a fancier item than a cheaper low-fit item. Both approaches could balance them though.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3591
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Posted - 2014.02.26 13:48:00 -
[94] - Quote
Remember these? Imagine if people wanted to use Reactives...
Dren and Templar equipment stats, wrong since release.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
2067
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Posted - 2014.02.26 13:58:00 -
[95] - Quote
Zeylon Rho wrote:Remember these? Imagine if people wanted to use Reactives...
I say raise the PG cost on them. Nobody should ever use them.
Try to kill it all you want CCP, I still <3 my laser.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3591
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Posted - 2014.02.26 14:04:00 -
[96] - Quote
Talos Alomar wrote:Zeylon Rho wrote:Remember these? Imagine if people wanted to use Reactives... I say raise the PG cost on them. Nobody should ever use them.
I'd like to make them fancier and useful without changing the fitting specs too much; other people suggest just cutting the fitting back.
I'd be happier with the former, but I mostly hate having useless things like that. The HP buff helped ferroscale a bit, though not enough to make them something that I use.
Dren and Templar equipment stats, wrong since release.
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Hecarim Van Hohen
Bullet Cluster Legacy Rising
465
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Posted - 2014.02.26 14:32:00 -
[97] - Quote
Totally original (stupid) idea: Reform reactive plates to resistance plates
BANGO SKANK WAS HERE
1.7 best match (HMG): 40/9/9 (K/A/D)
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Soldier Sorajord
Subsonic Synthesis RISE of LEGION
87
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Posted - 2014.02.26 16:29:00 -
[98] - Quote
Shield builds are virtually the only use I see for Reactives. Slightly higher health + repair of their lower stat = Use. Armor Builds/Scouts = garbage with reactives.
Do not complain if you have never done anything about it.
Chromosome Veteran
Subsonic.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3594
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Posted - 2014.02.26 16:46:00 -
[99] - Quote
Hecarim Van Hohen wrote:Totally original (stupid) idea: Reform reactive plates to resistance plates
I'd prefer they fill their own role successfully, honestly. A module that does a little bit of both hp and repair is an ok idea. We unfortunately have yet to see the fix to make the repair be impacted by our repair skill either.
That said... I like the idea of resistance modules. I think of them more in terms of modules than plates, mind you. Like, you sacrifice a slot for slightly higher projectile or explosive resistance on your armor.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3594
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Posted - 2014.02.26 16:48:00 -
[100] - Quote
Soldier Sorajord wrote:Shield builds are virtually the only use I see for Reactives. Slightly higher health + repair of their lower stat = Use. Armor Builds/Scouts = garbage with reactives.
I'd like both Shield and Armor builds to have more useful modules. My mission here is fixing reactives, but ideally we'll have some nice variety for both. They're rather limited right now, and with such limits.. we can't afford a worthless line of modules.
Dren and Templar equipment stats, wrong since release.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3703
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Posted - 2014.03.04 01:07:00 -
[101] - Quote
BORK BORK BORK
Dren and Templar equipment stats, wrong since release.
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Talos Alomar
Subdreddit Test Alliance Please Ignore
2091
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Posted - 2014.03.04 01:29:00 -
[102] - Quote
Zeylon Rho wrote:BORK BORK BORK
So does that mean you've given up?
Balls.
That is all.
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Zeylon Rho
Subdreddit Test Alliance Please Ignore
3703
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Posted - 2014.03.04 02:07:00 -
[103] - Quote
Talos Alomar wrote:Zeylon Rho wrote:BORK BORK BORK So does that mean you've given up?
It means I'm a Swedish Chef.
Dren and Templar equipment stats, wrong since release.
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10011
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Posted - 2014.03.18 14:06:00 -
[104] - Quote
https://www.youtube.com/watch?v=27fpD0lxg-w
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10357
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Posted - 2014.04.09 00:54:00 -
[105] - Quote
Fix it!
Gû¦Gû+Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum alt Gû¦Gû+
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