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Foundation Seldon
Gespenster Kompanie Villore Accords
71
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Posted - 2013.08.25 02:00:00 -
[1] - Quote
Figure I should post here as well. :P
Consider this a case for using multiple light reps vs. a single heavy repairer in Madrugar Fittings
Stats : 3 Light Efficient Armor Repairers - 465 HP Healed per Pulse 1 Heavy Efficient Repairer - 414 HP Healed per pulse
CPU/PG Requirements : 3 Light Efficient - 57 CPU / 399PG 1 Heavy Efficient - 25 CPU / 1064 PG
Benefits : The main benefit as I see it is the ability to gauge threats based on the power of your opponent and having the ability to use a different amount of repairers for each case. If I'm up against a single man with Militia Swarms then there's no reason for me to go overkill with the 414HP/p that is given to me on a Heavy Repairer, I can use a single one of my Light Repairers instead. Likewise, in a situation where I'm up against concentrated AV or an enemy tank then the 3 Light Repairers running simultaneously are going to give me a fairly significant boost to my survivability in that instance. Ultimately this setup significantly decreases the amount of down time one has to spend while waiting for one's single repper to recharge and will decrease the amount of instances one will come across where they're caught with their pants down and their single heavy repper on cooldown.
Having this setup means I don't have to sacrifice much in terms of the actual tanking ability of my HAV either because the repairers themselves are VERY PG friendly, I can still quite easily fit a 180MM Plate, a resist, and a light shield booster without any issue.
Cons : Obviously 3 light reps are going to take up 3 module slots vs. the one of a heavy repairer
One has to become proficient with navigating the active module wheel, though a mistake here is less detrimental as you'll only lose a third of your rep in clutch situations vs. the entirety of your repairing ability. :P
Fittings (Vehicle Armor V, Core Vehicle V, and Electronics V : Though note, the fittings have a ton of excess PG and you probably wont need maxed skills to run a lot of it)
1. Highs - Active Heat Sink II Light Converse Shield Booster
Lows - 180MM Polycrystalline 3 Light Efficient Repair Voltaic Energized Plating
Weapons - (with above skills you can use pretty much any tier of any weapon, the 600+ PG you save from going 3 Light vs. 1 Heavy is hugely convenient)
1125 Shields (with booster) 6753 Armor (with 3 Light Armor Reps) 15% Armor Resist
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Foundation Seldon
Gespenster Kompanie Villore Accords
71
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Posted - 2013.08.25 02:01:00 -
[2] - Quote
Reserved |
Foundation Seldon
Gespenster Kompanie Villore Accords
71
|
Posted - 2013.08.25 02:30:00 -
[3] - Quote
ladwar wrote:you'll find that once armor repairers are fixed that this will no longer work.
I don't see why not. To my knowledge both the Heavy and Light Armor Repairers are 'bugged' at the moment so the repairing power of both will be going down by the same amount. In any instance the Light Armor Reps will still be more effective than the single Heavy. |
Foundation Seldon
Gespenster Kompanie Villore Accords
73
|
Posted - 2013.08.25 02:49:00 -
[4] - Quote
ladwar wrote:Foundation Seldon wrote:ladwar wrote:you'll find that once armor repairers are fixed that this will no longer work. I don't see why not. To my knowledge both the Heavy and Light Armor Repairers are 'bugged' at the moment so the repairing power of both will be going down by the same amount. In any instance the Light Armor Reps will still be more effective than the single Heavy. the light repair is restoring greater then a heavy shield booster when its fixed it'll be a 1/3 of that. light repairs are doing greater then heavy reps should be thats why it works right now.
Both Heavy and Light armor repairers are healing at the increased rate so they'll both be brought down on number of total pulses. |
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