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          KING CHECKMATE 
          AMARR IMPERIAL CRUSADERS
  2334
  
          
                | 
        Posted - 2013.11.10 00:22:00 -
          [1] - Quote 
          
           
          GÖª REACTIVE plates:
  For the massive PG cost and sometimes even CPU, reactive plates are not doing it for us. I propose an increase in rep rate since its a buff EVERYBODY can use to some extent: Gùÿ Basic Reactive P:+25 HP +1 Rep/sec Gùÿ Enhanced Reactive plate : +40HP +2Rep/Sec Gùÿ Cx Reactive plate: +60HP +3Rep/Sec
  This way you are giving Reactive plates a spot in dropsuit design as an alternative to Armor repairers but less effective and as Armor plates , but less HP buff while doing a little of both EFFECTIVELY.
  GÖª Breach Weapons: This is an idea to improve Breach weapons while giving them a spot in everyone's arsenal. As it is,except the SMG they are all pretty much useless. REMOVE their Damage bonus reduction depending on shield and armor. Example: Breach AR: 100% shields / 110% armor Breach Mass Driver: 100%Shields / 120% Armor Breach S.Pistol: 120% Shields / 100% Armor
  And so on.This way they might be considered as alternative to regular weapons/assault versions. Also with this change an INGAME description that help EVERYONE understand the damage bonuses and resistances of each weapon/
  My 0.02 isk.
 u+Élop s-¦ -Äll+Én-ç+ö+É 
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          Viktor Hadah Jr 
          Negative-Impact Cult of War
  956
  
          
                | 
        Posted - 2013.11.10 00:24:00 -
          [2] - Quote 
          
           
          Reactive plates are damn near useless. I've been purposely trying to find a place for them in some of my fits but it is just not working to much PG and CPU for such small effect.
 For the Empire! 
Well fuck me i can say fuck in my sig, who knew? 
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          Tectonic Fusion 
           513
  
          
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        Posted - 2013.11.10 00:24:00 -
          [3] - Quote 
          
           
          This is originally what I thought they would do. But they didn't...
 Solo Player 
Squad status: Locked 
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          DeadlyAztec11 
          Gallente Federation
  2438
  
          
                | 
        Posted - 2013.11.10 00:27:00 -
          [4] - Quote 
          
           
          Reactive plates are fine, my bread and butter on almost every suit. Don't mess with my bread and butter.
  The Breach AR, Breach Flaylock and SMG should all be lowered a tier; advanced becomes standard, proto becomes advanced and a new proto version is introduced.
 Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened. 
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          Viktor Hadah Jr 
          Negative-Impact Cult of War
  956
  
          
                | 
        Posted - 2013.11.10 00:28:00 -
          [5] - Quote 
          
           
          DeadlyAztec11 wrote:Reactive plates are fine.
  The Breach AR, Breach Flaylock and SMG should all be lowered a tier; advanced becomes standard, proto becomes advanced and a new proto version is introduced.  
  Would you please share a fit of yours that uses reactive plates
 For the Empire! 
Well fuck me i can say fuck in my sig, who knew? 
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          KING CHECKMATE 
          AMARR IMPERIAL CRUSADERS
  2336
  
          
                | 
        Posted - 2013.11.10 00:29:00 -
          [6] - Quote 
          
           
          DeadlyAztec11 wrote:Reactive plates are fine.
  The Breach AR, Breach Flaylock and SMG should all be lowered a tier; advanced becomes standard, proto becomes advanced and a new proto version is introduced.  
  For the CPU and PG usage, Reactive plates are NOT fine. There is a reason no one sane will use them. 1 ENH armor plate + 1 ENH Armor rep will always be better than 2 ENH Reactive plates.
  With my change , 2 ENH reactive plates +80 HP +4 Armor rep per sec is an option too.... Just saying.
 u+Élop s-¦ -Äll+Én-ç+ö+É 
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          DeadlyAztec11 
          Gallente Federation
  2438
  
          
                | 
        Posted - 2013.11.10 00:29:00 -
          [7] - Quote 
          
           
          Viktor Hadah Jr wrote:DeadlyAztec11 wrote:Reactive plates are fine.
  The Breach AR, Breach Flaylock and SMG should all be lowered a tier; advanced becomes standard, proto becomes advanced and a new proto version is introduced.  Would you please share a fit of yours that uses reactive plates   Alright, give me a second to turn Dust on.
 Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened. 
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          Cosgar 
          ParagonX
  7545
  
          
                | 
        Posted - 2013.11.10 00:30:00 -
          [8] - Quote 
          
           
          Breach MD could just get a RoF buff and I'd probably use it exclusively. I agree with you on the plates' rep scaling though, that's what they should've been. Even now, they're not horrible in practical use. If we get another respec, I'd probably use the SP I have in armor repair V on something else and use at least 1 reactive on my suits.
 I tried to put a level into Amarr Commando once, but got a server notification saying "Why?" 
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          Cosgar 
          ParagonX
  7545
  
          
                | 
        Posted - 2013.11.10 00:32:00 -
          [9] - Quote 
          
           
          Viktor Hadah Jr wrote:DeadlyAztec11 wrote:Reactive plates are fine.
  The Breach AR, Breach Flaylock and SMG should all be lowered a tier; advanced becomes standard, proto becomes advanced and a new proto version is introduced.  Would you please share a fit of yours that uses reactive plates   Here's the secret: Reactive plates are good for if you don't want to put levels in armor repair.
 I tried to put a level into Amarr Commando once, but got a server notification saying "Why?" 
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          Vyzion Eyri 
          The Southern Legion The Umbra Combine
  1925
  
          
                | 
        Posted - 2013.11.10 00:33:00 -
          [10] - Quote 
          
           
          Make reactives a high slot module.
  Improve tactical usage of locus grenades instead of epic balls of instakill.
  Don't increase the range of the Gallente AR come 1.7 (why are we doing that?)
  Less grenades means Cqc is a bit more fun. High slot reactives improves eHP of armour tankers, and will force them to make a choice between damage mods and eHP. This is a choice that is absolutely lacking for some right now, I reckon.
  Keeping the range of the Gallente AR makes it the weapon of choice for close-medium range, preventing it from being too great overall. Combat rifle and rail rifle have their niches from their damage types and ranges (combat rifle deals much more to armour, rail has extreme range). 
  These aren't perfect, but I've gotta say they're damn better than simply asking CCP to 'increase TTK'. I am mostly respectful of the opinions of others, but this is just damn lazy, people. Decide what is raising TTK and focus on it. TTK this, TTK that. It's just whining because you had a few crappy matches where you weren't paying attention to your surroundings, not providing feedback at all.
 "..things that some people frankly don't even get the chance to do in real life, because it's poorly designed." 
-Veigar 
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          Viktor Hadah Jr 
          Negative-Impact Cult of War
  957
  
          
                | 
        Posted - 2013.11.10 00:33:00 -
          [11] - Quote 
          
           
          DeadlyAztec11 wrote:Viktor Hadah Jr wrote:DeadlyAztec11 wrote:Reactive plates are fine.
  The Breach AR, Breach Flaylock and SMG should all be lowered a tier; advanced becomes standard, proto becomes advanced and a new proto version is introduced.  Would you please share a fit of yours that uses reactive plates  Alright, give me a second to turn Dust on.  
  If you would not mind please show your (PG and CPU use with suit / your max available) just interested
 For the Empire! 
Well fuck me i can say fuck in my sig, who knew? 
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          DEZKA DIABLO 
          Unkn0wn Killers
  20
  
          
                | 
        Posted - 2013.11.10 00:35:00 -
          [12] - Quote 
          
           
          KING CHECKMATE wrote:GÖª REACTIVE plates:
  For the massive PG cost and sometimes even CPU, reactive plates are not doing it for us. I propose an increase in rep rate since its a buff EVERYBODY can use to some extent: Gùÿ Basic Reactive P:+25 HP +1 Rep/sec Gùÿ Enhanced Reactive plate : +40HP +2Rep/Sec Gùÿ Cx Reactive plate: +60HP +3Rep/Sec
  This way you are giving Reactive plates a spot in dropsuit design as an alternative to Armor repairers but less effective and as Armor plates , but less HP buff while doing a little of both EFFECTIVELY.
  GÖª Breach Weapons: This is an idea to improve Breach weapons while giving them a spot in everyone's arsenal. As it is,except the SMG they are all pretty much useless. REMOVE their Damage bonus reduction depending on shield and armor. Example: Breach AR: 100% shields / 110% armor Breach Mass Driver: 100%Shields / 120% Armor Breach S.Pistol: 120% Shields / 100% Armor
  And so on.This way they might be considered as alternative to regular weapons/assault versions. Also with this change an INGAME description that help EVERYONE understand the damage bonuses and resistances of each weapon/
  My 0.02 isk.   Proto type allotek breach sg should have a bigger clip an 3 shots considering its like 90 CPU | 
      
      
      
          
          DeadlyAztec11 
          Gallente Federation
  2438
  
          
                | 
        Posted - 2013.11.10 00:45:00 -
          [13] - Quote 
          
           
          Viktor Hadah Jr wrote:DeadlyAztec11 wrote:Reactive plates are fine.
  The Breach AR, Breach Flaylock and SMG should all be lowered a tier; advanced becomes standard, proto becomes advanced and a new proto version is introduced.  Would you please share a fit of yours that uses reactive plates   Basic Standard Minmatar light frame -º
  - Standard AR  - Standard Breach Scrambler Pistol
  - Sleek Locus Grenades - Compact Nanohive
  - Enhanced Shield Extender - 1x
  - Enhanced Armor Plate - 1x - Enhanced Reactive Plate - 1x
  - CPU 128/135 - PG 30/34
  -140 shields -232 armor
  -Movement speed: 5.45 m/s -Sprint Speed: 7.70 m/s 
 
  My last game was 21/0. I even had to go back to the red line after running short on ammunition.
 Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened. 
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          KING CHECKMATE 
          AMARR IMPERIAL CRUSADERS
  2336
  
          
                | 
        Posted - 2013.11.10 00:48:00 -
          [14] - Quote 
          
           
          DeadlyAztec11 wrote:Viktor Hadah Jr wrote:DeadlyAztec11 wrote:Reactive plates are fine.
  The Breach AR, Breach Flaylock and SMG should all be lowered a tier; advanced becomes standard, proto becomes advanced and a new proto version is introduced.  Would you please share a fit of yours that uses reactive plates  Basic Standard Minmatar light frame -º - Standard AR  - Standard Breach Scrambler Pistol 
 - Sleek Locus Grenades - Compact Nanohive 
 - Enhanced Shield Extender - 1x 
 - Enhanced Armor Plate - 1x - Enhanced Reactive Plate - 1x -140 shields -232 armor -Movement speed: 5.45 m/s -Sprint Speed: 7.70 m/s  My last game was 21/0. I even had to go back to the red line after running short on ammunition.  
  So you are against having 2 Hp per sec instead of 1? im not following bro.
 u+Élop s-¦ -Äll+Én-ç+ö+É 
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          Galvan Nized 
          Deep Space Republic Top Men.
  254
  
          
                | 
        Posted - 2013.11.10 00:48:00 -
          [15] - Quote 
          
           
          KING CHECKMATE wrote:
  For the CPU and PG usage, Reactive plates are NOT fine. There is a reason no one sane will use them. 1 ENH armor plate + 1 ENH Armor rep will always be better than 2 ENH Reactive plates.
  With my change , 2 ENH reactive plates +80 HP +4 Armor rep per sec is an option too.... Just saying.
  
  To be fair even complex armor plates have extremely high costs and little gained over enhanced, few use those either.
  But reactives are just silly, they have no place. Beef them up too much and they are better than plates & reppers and no one will run those. Put them into highs and there is no balance between shields/armor.
  Breach has a place in more than just the SMG...love my breach scrambler pistol. I think if you gave them a nice boost to reload speed it would help. Love the Breach shotgun but it's not worth it because it's ROF is nothing, less rounds, and a long reload time kill it. | 
      
      
      
          
          DeadlyAztec11 
          Gallente Federation
  2438
  
          
                | 
        Posted - 2013.11.10 00:51:00 -
          [16] - Quote 
          
           
          KING CHECKMATE wrote:DeadlyAztec11 wrote:Viktor Hadah Jr wrote:DeadlyAztec11 wrote:Reactive plates are fine.
  The Breach AR, Breach Flaylock and SMG should all be lowered a tier; advanced becomes standard, proto becomes advanced and a new proto version is introduced.  Would you please share a fit of yours that uses reactive plates  Basic Standard Minmatar light frame -º - Standard AR  - Standard Breach Scrambler Pistol 
 - Sleek Locus Grenades - Compact Nanohive 
 - Enhanced Shield Extender - 1x 
 - Enhanced Armor Plate - 1x - Enhanced Reactive Plate - 1x -140 shields -232 armor -Movement speed: 5.45 m/s -Sprint Speed: 7.70 m/s  My last game was 21/0. I even had to go back to the red line after running short on ammunition.  So you are against having 2 Hp per sec instead of 1? im not following bro.  Sir, I am not saying I would be terribly against the proposed, though I do not see it as necessary.
 Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened. 
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          Vulpes Dolosus 
          SVER True Blood Public Disorder.
  184
  
          
                | 
        Posted - 2013.11.10 00:51:00 -
          [17] - Quote 
          
           
          The rep rate with the reactive plates need to be modified with either the armour skill bonus or repair skill bonus.
 Dropship Specialist: AKA Clinically Insane 
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          KING CHECKMATE 
          AMARR IMPERIAL CRUSADERS
  2336
  
          
                | 
        Posted - 2013.11.10 00:53:00 -
          [18] - Quote 
          
           
          DeadlyAztec11 wrote: Sir, I am not saying I would be terribly against the proposed, though I do not see it as necessary.
  
  With all due respect i would change that reactive plate in your loadout for a Armor rep any day...and most people would too. 
  Just saying good sir.
 u+Élop s-¦ -Äll+Én-ç+ö+É 
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          DeadlyAztec11 
          Gallente Federation
  2438
  
          
                | 
        Posted - 2013.11.10 01:05:00 -
          [19] - Quote 
          
           
          KING CHECKMATE wrote:DeadlyAztec11 wrote: Sir, I am not saying I would be terribly against the proposed, though I do not see it as necessary.
  With all due respect i would change that reactive plate in your loadout for a Armor rep any day...and most people would too. 
  Just saying good sir.  A measly forty more armor may not seem worthy to most, though I assure you that it helps acquaint a crucial difference in minute scale ambushes. A spartan repair module will heal me after the fight, a reactive plate will see to it I live through the fight.
 Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened. 
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          KING CHECKMATE 
          AMARR IMPERIAL CRUSADERS
  2336
  
          
                | 
        Posted - 2013.11.10 01:15:00 -
          [20] - Quote 
          
           
          DeadlyAztec11 wrote:KING CHECKMATE wrote:DeadlyAztec11 wrote: Sir, I am not saying I would be terribly against the proposed, though I do not see it as necessary.
  With all due respect i would change that reactive plate in your loadout for a Armor rep any day...and most people would too. 
  Just saying good sir. A measly forty more armor may not seem worthy to most, though I assure you that it helps acquaint a crucial difference in minute scale ambushes. A spartan repair module will heal me after the fight, a reactive plate will see to it I live through the fight.  
  40 HP is a 1 Duvolle with Prof Bullet. I fail to see the difference.
 u+Élop s-¦ -Äll+Én-ç+ö+É 
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          DeadlyAztec11 
          Gallente Federation
  2438
  
          
                | 
        Posted - 2013.11.10 01:17:00 -
          [21] - Quote 
          
           
          KING CHECKMATE wrote:DeadlyAztec11 wrote:KING CHECKMATE wrote:DeadlyAztec11 wrote: Sir, I am not saying I would be terribly against the proposed, though I do not see it as necessary.
  With all due respect i would change that reactive plate in your loadout for a Armor rep any day...and most people would too. 
  Just saying good sir. A measly forty more armor may not seem worthy to most, though I assure you that it helps acquaint a crucial difference in minute scale ambushes. A spartan repair module will heal me after the fight, a reactive plate will see to it I live through the fight.  40 HP is a 1 Duvolle with Prof Bullet. I fail to see the difference. All things considered, forty armor is a lot on a suit that is only given seventy.
 
 Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened. 
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          KING CHECKMATE 
          AMARR IMPERIAL CRUSADERS
  2337
  
          
                | 
        Posted - 2013.11.10 01:25:00 -
          [22] - Quote 
          
           
          DeadlyAztec11 wrote:KING CHECKMATE wrote:DeadlyAztec11 wrote:KING CHECKMATE wrote:DeadlyAztec11 wrote: Sir, I am not saying I would be terribly against the proposed, though I do not see it as necessary.
  With all due respect i would change that reactive plate in your loadout for a Armor rep any day...and most people would too. 
  Just saying good sir. A measly forty more armor may not seem worthy to most, though I assure you that it helps acquaint a crucial difference in minute scale ambushes. A spartan repair module will heal me after the fight, a reactive plate will see to it I live through the fight.  40 HP is a 1 Duvolle with Prof Bullet. I fail to see the difference. All things considered, forty armor is a lot on a suit that is only given seventy.  
  110 HP> 40HP  2 HP/sec > 1HP/Sec
  just saying. I see your point,you are just not understanding that except you on scouts and me on commandos,there is a REASON why the community does not use them,its not that we are enlightened and have discovered something secret, we are just insane...doesnt mean that the modules are ok...
 u+Élop s-¦ -Äll+Én-ç+ö+É 
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          Borne Velvalor 
          Endless Hatred
  918
  
          
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        Posted - 2013.11.10 01:42:00 -
          [23] - 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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          KING CHECKMATE 
          AMARR IMPERIAL CRUSADERS
  2337
  
          
                | 
        Posted - 2013.11.10 01:44:00 -
          [24] - Quote 
          
           
          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...
 u+Élop s-¦ -Äll+Én-ç+ö+É 
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          DeadlyAztec11 
          Gallente Federation
  2438
  
          
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        Posted - 2013.11.10 01:46:00 -
          [25] - Quote 
          
           
          KING CHECKMATE wrote:KING CHECKMATE wrote:DeadlyAztec11 wrote:KING CHECKMATE wrote:DeadlyAztec11 wrote: ]
  With all due respect i would change that reactive plate in your loadout for a Armor rep any day...and most people would too. 
  Just saying good sir.
  A measly forty more armor may not seem worthy to most, though I assure you that it helps acquaint a crucial difference in minute scale ambushes. A spartan repair module will heal me after the fight, a reactive plate will see to it I live through the fight.  40 HP is a 1 Duvolle with Prof Bullet. I fail to see the difference. All things considered, forty armor is a lot on a suit that is only given seventy.  110 HP> 40HP  2 HP/sec > 1HP/Secjust saying.  I see your point,you are just not understanding that except  you on scouts and  me on commandos,there is a REASON why the  community does not use them,its not that we are enlightened and have discovered something secret, we are just insane...doesnt mean that the modules are ok...   Are you sure? The module is not suited for frontline fighters, though works well on supporting units; the Logi repair bonus works wonders in conjunction with reactive plates. Furthermore, they work well on suits that do not make use of armor as their main leverage point, such as Caldari suits and Amarr medium suits if you shield tank.
  Though now I understand why you are disgruntled, the commando suit is a very situational fit that is not effectively flexible.
 Madness is the emergency exit. You can just step outside, and close the door on all those dreadful things that happened. 
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          KING CHECKMATE 
          AMARR IMPERIAL CRUSADERS
  2338
  
          
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        Posted - 2013.11.10 01:55:00 -
          [26] - Quote 
          
           
          DeadlyAztec11 wrote: Are you sure? The module is not suited for frontline fighters, though works well on supporting units; the Logi repair bonus works wonders in conjunction with reactive plates. Furthermore, they work well on suits that do not make use of armor as their main leverage point, such as Caldari suits and Amarr medium suits if you shield tank.
  Though now I understand why you are disgruntled, the commando suit is a very situational fit that is not effectively flexible.
  
  The people know better.Yes im sure . Specially the ENH one. At least to 1.5 Rep per sec.
  Caldari suits and Scouts can use them because they usually have LOW armor. 2Hp per sec is massive on a 180 Armor suit....But anything with over 300 Armor repairing at 1-2HP/sec is just ...not going to work.
 u+Élop s-¦ -Äll+Én-ç+ö+É 
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          Borne Velvalor 
          Endless Hatred
  919
  
          
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        Posted - 2013.11.10 02:29:00 -
          [27] - 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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          8213 
          Grade No.2
  609
  
          
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        Posted - 2013.11.10 02:33:00 -
          [28] - Quote 
          
           
          Reactove Plates are good for solo playing and Scouts. But for scouts, they take up just to much PG. Minmatar scouts suffer the most from that. | 
      
      
      
          
          KING CHECKMATE 
          AMARR IMPERIAL CRUSADERS
  2345
  
          
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        Posted - 2013.11.10 02:35:00 -
          [29] - Quote 
          
           
          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
 u+Élop s-¦ -Äll+Én-ç+ö+É 
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          Borne Velvalor 
          Endless Hatred
  919
  
          
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        Posted - 2013.11.10 02:44:00 -
          [30] - 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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          Broonfondle Majikthies 
          Bannana Boat Corp
  412
  
          
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        Posted - 2013.11.10 03:37:00 -
          [31] - Quote 
          
           
          I have a basic reactive plate on some of my fits. I had space for either that or a basic plate. The reactive boosted my health, gave me reps and (importantly cus I already had 2 enhanced plates and was getting a little sluggish) didn't decrease my speed
  It seems fair to me. Easier to fit than a repper but still reps
  My personal problem with plates is the ferroscale. designed to help scouts get health without sacrificing speed but are too exhaustive to fit. They have specialist weapons and stable equipment designed to help scouts fit more but the plates aren't. Seems strange to me  
 "We demand rigidly defined areas of doubt and uncertainty!" 
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          KING CHECKMATE 
          AMARR IMPERIAL CRUSADERS
  2354
  
          
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        Posted - 2013.11.10 03:40:00 -
          [32] - Quote 
          
           
          Borne Velvalor wrote:. However, the point of the reactives is that they are decent at both.  
  The Basic is decent The Cx Is decent. The ENH sucks. Needs a buff to 1.5 or 2 rep/sec, there by increasing the Cx one to 2.5 or 3.
  IMO that is.
 u+Élop s-¦ -Äll+Én-ç+ö+É 
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