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Thokk Nightshade
KNIGHTZ OF THE ROUND
376
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Posted - 2014.05.31 00:10:00 -
[1] - Quote
Fox, I have a question for you. For the Caldari Sentinel, what do you feel about using the Ferroscale armor (60 HP + 2/sec recharge) instead of a standard armor repair? I think the Ferroscale is the one that auto repairs itself. If I'm wrong and it's a different one, I apologize in advance. The reason I ask is I have been using the Ferroscale (again, I think this is the self repair one) on mine and I like the extra few HP I get out of it. It has saved me on more than a couple occasions. Do you see any advantages/disadvantages to going with the armor repair over the self healing armor plates?
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
376
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Posted - 2014.05.31 02:02:00 -
[2] - Quote
Megaman Trigger wrote:Thokk Nightshade wrote:Fox, I have a question for you. For the Caldari Sentinel, what do you feel about using the Ferroscale armor (60 HP + 2/sec recharge) instead of a standard armor repair? I think the Ferroscale is the one that auto repairs itself. If I'm wrong and it's a different one, I apologize in advance. The reason I ask is I have been using the Ferroscale (again, I think this is the self repair one) on mine and I like the extra few HP I get out of it. It has saved me on more than a couple occasions. Do you see any advantages/disadvantages to going with the armor repair over the self healing armor plates? Reactive is the one that heals itself. Ferroscale is roughly half the HP of a normal plate but doesn't have the movement penalty. I've started using the Cal Sentinel with the HMG, usually it's my Forge fit, and I put two Enhanced Shield Energizers and a Complex Extender in the high slows with a Enhanced Regulator in the low and found it works great in hit-and-run situations or if I can duck behind cover for a few seconds (currently repairs 63HP/s). I might drop the Regulator for a Reactive or a Rep, but I enjoy the faster recharge activation/it offsets the Extender penalty.
Thanks, I was thinking Reactive then..... I have both and get them mixed up all the time. I was thinking I was wrong on that so thanks Megaman. So yeah, I'm running a REACTIVE plate on the Low and 3 shield rechargers on the Highs w/ HMG/Forge/ Lvl 5 Combat Rifle (which is more nasty than I was originally thinking, great for open maps) and an SMG and locus/AV grenade. I'm like you, I love hit and run, especially when I can duck behind a wall or around a corner to heal up and then pop back out and light people up.
Back to the original question, what are the positives/negatives of running Reactive plates vs. an armor repairer? I can see the cost ISK and fit wise, but anything else?
Thokk Kill. Thokk Crush. Thokk Smash.
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Thokk Nightshade
KNIGHTZ OF THE ROUND
376
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Posted - 2014.05.31 02:23:00 -
[3] - Quote
Megaman Trigger wrote:Thokk Nightshade wrote:Megaman Trigger wrote:Thokk Nightshade wrote:Fox, I have a question for you. For the Caldari Sentinel, what do you feel about using the Ferroscale armor (60 HP + 2/sec recharge) instead of a standard armor repair? I think the Ferroscale is the one that auto repairs itself. If I'm wrong and it's a different one, I apologize in advance. The reason I ask is I have been using the Ferroscale (again, I think this is the self repair one) on mine and I like the extra few HP I get out of it. It has saved me on more than a couple occasions. Do you see any advantages/disadvantages to going with the armor repair over the self healing armor plates? Reactive is the one that heals itself. Ferroscale is roughly half the HP of a normal plate but doesn't have the movement penalty. I've started using the Cal Sentinel with the HMG, usually it's my Forge fit, and I put two Enhanced Shield Energizers and a Complex Extender in the high slows with a Enhanced Regulator in the low and found it works great in hit-and-run situations or if I can duck behind cover for a few seconds (currently repairs 63HP/s). I might drop the Regulator for a Reactive or a Rep, but I enjoy the faster recharge activation/it offsets the Extender penalty. Thanks, I was thinking Reactive then..... I have both and get them mixed up all the time. I was thinking I was wrong on that so thanks Megaman. So yeah, I'm running a REACTIVE plate on the Low and 3 shield rechargers on the Highs w/ HMG/Forge/ Lvl 5 Combat Rifle (which is more nasty than I was originally thinking, great for open maps) and an SMG and locus/AV grenade. I'm like you, I love hit and run, especially when I can duck behind a wall or around a corner to heal up and then pop back out and light people up. Back to the original question, what are the positives/negatives of running Reactive plates vs. an armor repairer? I can see the cost ISK and fit wise, but anything else? Complex Reps, obviously, give you more. Maxed skill, they give about 7.25 HP/s, where as a Complex Reactive plate just gives a flat 2.0HP/s but a little extra Armour and a small movement penalty (I think 1%) I'm predominantly a brink tank player, I've only started trying hit-and-run to see how it is.
That's kind of what I was wondering. I wasn't sure on the specs of the complex reps. So you're getting quite a bit faster repair in lieu of the extra HP. Kind of figuring out which one works best for the individual. Awesome. Thanks for the info Megaman. Truly appreciated. Maybe I'll build an extra fit with reps and see how much different it feels to me realtime.
Thokk Kill. Thokk Crush. Thokk Smash.
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