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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
523
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Posted - 2014.01.10 23:33:00 -
[1] - Quote
I imagine if the potential sentinel bonus and respective racial bonuses happen (damage resistances), then fitting repair modules will become more attractive. Until then, pure ehp is the more attractive option for heavies. |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
523
|
Posted - 2014.01.10 23:50:00 -
[2] - Quote
The first thing I'll do once I get my grubby hands on the gallente heavy is fit a pure active tank ( all 4/5lows with armour reppers, and shield energizers/recargers in the highs), to see if it is viable, or more importantly, fun. Regardless it'll be nice to not have a logi as a ball and chain.
Honestly, I doubt active tanking will come into the mainstream until [if] CCP releases resistance modules. |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
523
|
Posted - 2014.01.11 00:18:00 -
[3] - Quote
shaman oga wrote:... No high for the galheavy, we are men Seriously, i don't know how the slot layout will be. 1-5 or 2-4? I hope 1-5.
Perhaps I am just weird, but I'd be fine with 0 highs and "just" 6 lows. Though, that may be due to there only being one worthwhile high mod in the game ( damage mods).
jerrmy12 kahoalii wrote: my amar sentinel uses 3 reps because reps are so slooow
Agreed. I am beginning to think that Armour repair modules could probably use a slight buff.
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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
525
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Posted - 2014.01.11 00:39:00 -
[4] - Quote
@jerrmy12 kahoalii
I could go on for days about shields...
You are right. With assaults losing the shield recharge bonus, the base recharge could use a buff ( for caldari and minmatar only).
On the point of shields recharging not resetting after being fired upon, I agree, to an extent. I think a damage threshold needs to be set for better balance. I'm sick of some red pinging me from 100 m away with their SMG, doing the equivalent of no damage, and having my shields regen stop for 5 seconds. But a sniper shot would reset it.
The last part in particular would make an active shield tank viable again. |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
525
|
Posted - 2014.01.11 00:52:00 -
[5] - Quote
Roy Ventus wrote: Also did I hear something about Armor Repair needing Buffs? Lol-Hell no. They're perfect the way they are even with the damage of the rifle. Last thing I need to see is mercs getting 50 Armor repaired per second.
Yes. The buff I was thinking of would increase the current active armour tank for a current proto sentinel from 25 to 30.
The maximum in game would be gal proto logi, with 37.5.
All from a massive all round buff of 1.
Bear in mind that reps decrease total ehp. And current weapons output enough damage to potentially take out well tanked suits in mere seconds.
Still, how is 50hp/second,as you say, that bad when weapons put out 400-1000 dps? |
Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
525
|
Posted - 2014.01.11 01:09:00 -
[6] - Quote
jerrmy12 kahoalii wrote: ammar heavy has 4 slots, complex should be at least 7
Keep in mind that the armour repair skill increases efficacy, so a buff of 2 for a total of 7, like what you want, would equate to 8.75 for a complex repper with level five.
An increase of 1, like I was initially thinking, would make a complex repper give 6 without skills, but 7.5hp/s with level five.
Still, even crunching the numbers with complex reppers giving 7, and assuming max skills, it does not seem like it would be OP on paper. |
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