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Komodo Jones
Chaotik Serenity
189
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Posted - 2013.11.05 05:13:00 -
[1] - Quote
why not just offer a repair module that repairs armor based on a percentage? like 2 or 3 or 5%/sec? 5 might be a bit much but the idea could be better for armor tankers, just make it expensive or take up alot of pg or cpu? |
Komodo Jones
Chaotik Serenity
191
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Posted - 2013.11.06 04:01:00 -
[2] - Quote
Cosgar wrote:Komodo Jones wrote:why not just offer a repair module that repairs armor based on a percentage? like 2 or 3 or 5%/sec? 5 might be a bit much but the idea could be better for armor tankers, just make it expensive or take up alot of pg or cpu? Make it a high slot module. Armor doesn't have many any options outside of damage mods. This goes against gank vs tank principles when a tank gets to gank at the same time. I'd say that we need passive resistance modules in high slots, but I doubt that's ever going to happen. I was seriously hoping for the reactives or the ferroscales to be high slots back before 1.4, but now if armor had a high slot it would definitely unbalance the armor/shield tanking situation. I think resistance mods are in order for both sides. Otherwise shields need some help because there's already an incredible boost to armor effectiveness and with the new repair tools you can make an armor tanker nearly invincible. An armor tanking combat medic advocating for shields? whaaaaaa?! :)
Also, does anyone else find it ridiculous that armor plates are in the low powered slot when they take up more PG than the shield extenders? and don't even get me started on the sprinting mods..lol |
Komodo Jones
Chaotik Serenity
191
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Posted - 2013.11.06 04:34:00 -
[3] - Quote
interesting, but that's basically what the armor repair skill itself does, if there was a regulator then there would be a skill for it which would modify the regulator which would modify the modification of the repairer and ow my brain lol. Still it would provide a way for armor tankers to actually be complete armor tankers.
Armor is simple, it's constantly being repaired by self repairers or otherwise by outside sources, there's not much you can modify.
Hmm...to balance with shields what about a capacitor? When your shields are depleted have a module that automatically refills the shields by a certain amount in between recharge delays, then put it on a timer, say it only activates once every 30 seconds or something. I was thinking about getting into grenades too but there's already a problem with grenade spamming and standing on a nanohive, something like an inverse flux grenade or a nanomachine cloud grenade for armor repairing, or just replace the grenade with an emergency repair/recharge module, could be on a long timer or maybe even make it 1 time use, something like how vehicle modules work. |
Komodo Jones
Chaotik Serenity
191
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Posted - 2013.11.06 04:37:00 -
[4] - Quote
Yeah, I do still support a little bit of a buff to repair modules at least proportional to the increase in armor on the field, but shields do need some love. |
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