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Borne Velvalor
Endless Hatred
918
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Posted - 2013.11.10 01:42:00 -
[1] - Quote
If you use an odd amount (1 or 3) of Reactive Plates, it's the only way to get more armor and repair rate from the slots at your disposal. IMO, the best use is just using 1 Complex Reactive Plate with a whole bunch of normal plates or catalyzers. If Reactive Plates got the proposed repair buff, this is how the options would stack up.
Basic Plate + Repairer = 85 Armor / 2 Repair / -2% Speed / 30 CPU / 2 PG 2 Basic Reactive = 50 Armor / 2 Repair / -0% Speed / 20 CPU / 8 PG
Enhanced Plate + Repairer = 110 Armor / 3 Repair / -3% Speed / 55 CPU / 11 PG 2 Enhanced Reactive = 80 Armor / 4 Repair / -2% Speed / 48 CPU / 18 PG
Complex Plate + Repairer = 135 Armor / 5 Repair / -5% Speed / 75 CPU / 33 PG 2 Complex Reactive = 120 Armor / 6 Repair / -2% Speed / 72 CPU / 32 PG
After skills.
Complex Plate + Repairer = 148 Armor / 6.25 Repair / -5% Speed / 75 CPU / 33 PG 2 Complex Reactive = 132 Armor / 6 Repair / -2% Speed / 72 CPU / 32 PG
So, Complex Reactive Plates would have less than half the speed penalty in exchange for a tiny amount of repair and a third of a Duvolle bullet in armor. I would use Reactive Plates over combinations for the speed, plus not having to dump almost a million SP into Armor Repair Systems. If Armor Repair Systems worked for them, great, they'd be better in every way than a combination except a slight amount of armor and I'd love them even more.
Currently, the benefit of Reactives is being able to split that last slot on your suit to gain a bit of repair, or using them to slower your speed penalties, along with saving a million SP on the Armor Repair Systems skill. The buff I'd give them is making the Armor Repair Systems skill work on Reactive Plates, remove the speed penalty from the Enhanced Reactive Armor Plates and bring the PG costs of the Basic and Enhanced levels down.
The result is that with both skills maxed, the two options are similar except that reactive plates have more speed while armor plates with armor repairers are more effective, plus reactive plates are faster to spec into if Armor Repair Systems is left untouched. Reactive Plates would thus be useful for speedy players and players that want armor repair without speccing into Armor Repair Systems, as well as players that want a bit of both armor and repair but only have one slot left.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Borne Velvalor
Endless Hatred
919
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Posted - 2013.11.10 02:29:00 -
[2] - Quote
KING CHECKMATE wrote:Borne Velvalor wrote: Currently, the benefit of Reactives is being able to split that last slot on your suit to gain a bit of repair, or using them to slower your speed penalties, along with saving a million SP on the Armor Repair Systems skill..
Exactly. But as it is Armor tankers with over 15 mill SP still have a module we would like to use but sucks...
Which is why I suggested at the end that the speed penalties on Enhance be removed, the PG costs brought down and Armor Repair Systems have an effect on Reactive Plates. The last one matters the most for players with 15 million SP. Complex Reactive Plates aren't that bad. They are CHEAPER to fit than Complex Plates with a Complex Armor Repairer and slightly less effective in exchange for lower speed penalties. The main problem I have with using just Reactive Plates is that Armor Repair Systems doesn't work on them, making the gap in repair rate between just using a Armor Plates and Armor Repairers a lot bigger with that skill maxed (over 50% more effective).
They are nice enough on Scouts, Minmatar fittings, Catalyzer/Shield Caldari suits and anything that can benefit from that little bit of extra speed or just needs a bit of armor repair and armor without using more than one slot. I wouldn't boost the armor repair as much as you said because that makes them too close to the normal modules at best and superior at worst. 16 armor and 0.25 repair for 3% speed is pretty good. Add in Repair Systems working and you'd have better everything except that tiny bit of armor.
Really, the most utility they could gain would be by making them a module for high slots. However, then shield tankers would be annoyed that armor tankers have armor modules for both slot types that boost health, while they don't. Maybe give them passive shield hardeners for the high slots?
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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Borne Velvalor
Endless Hatred
919
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Posted - 2013.11.10 02:44:00 -
[3] - Quote
KING CHECKMATE wrote:Borne Velvalor wrote:KING CHECKMATE wrote:Borne Velvalor wrote: Currently, the benefit of Reactives is being able to split that last slot on your suit to gain a bit of repair, or using them to slower your speed penalties, along with saving a million SP on the Armor Repair Systems skill..
Exactly. But as it is Armor tankers with over 15 mill SP still have a module we would like to use but sucks... Which is why I suggested at the end that the speed penalties on Enhance be removed, the PG costs brought down and Armor Repair Systems have an effect on Reactive Plates. The last one matters the most for players with 15 million SP. Complex Reactive Plates aren't that bad. They are CHEAPER to fit than Complex Plates with a Complex Armor Repairer and slightly less effective in exchange for lower speed penalties. The main problem I have with using just Reactive Plates is that Armor Repair Systems doesn't work on them, making the gap in repair rate between just using a Armor Plates and Armor Repairers a lot bigger with that skill maxed (over 50% more effective). They are nice enough on Scouts, Minmatar fittings, Catalyzer/Shield Caldari suits and anything that can benefit from that little bit of extra speed or just needs a bit of armor repair and armor without using more than one slot. I wouldn't boost the armor repair as much as you said because that makes them too close to the normal modules at best and superior at worst. 16 armor and 0.25 repair for 3% speed is pretty good. Add in Repair Systems working and you'd have better everything except that tiny bit of armor. Really, the most utility they could gain would be by making them a module for high slots. However, then shield tankers would be annoyed that armor tankers have armor modules for both slot types that boost health, while they don't. Maybe give them passive shield hardeners for the high slots? So basically ,you do agree with the reactive plates buff,you just dont like my idea. XD
Correct. Really, they are either directly worse, better or around equivalent without a separate role. Either way, players will complain. Either they need to be more effective at repairing and less effective as armor or the opposite (relative to plates + repairer) to break that cycle. However, the point of the reactives is that they are decent at both. If Repair Systems worked, they'd certainly be viable, but even then they wouldn't be unique enough. If we completely remove speed penalties, it could work. However, now we've just compounded Reactive Plates with Kinetic Catalyzers, essentially making them Ferroscale with armor repair. This is why I say (like many others have) that they need to be rebalanced and made into high slot modules or given some other unique trait, like explosives resistance.
Many suits I've worn, many burdens I've borne, for the oaths I've sworn.
Panda.
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