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jerrmy12 kahoalii
The Phoenix Federation
319
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Posted - 2014.01.11 00:03:00 -
[1] - Quote
Vicious Minotaur wrote: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. my amar sentinel uses 3 reps because reps are so slooow
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 00:23:00 -
[2] - Quote
Vicious Minotaur wrote: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 for armour tankers ( 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. shields and amor need buffing, but heres shields extenders, less recharge delay, slightly more base recharge rate, big regulater buff, make it so if you get shot while your waiting for shield recharge delay it doesn't reset it, i hated i never tried shields before. reduce Rail tech damage to 85% and CR 90% efficiency, there done
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 00:43:00 -
[3] - Quote
Roy Ventus wrote:devonus durga wrote:Vicious Minotaur wrote: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 for armour tankers ( 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. And this is why I pray the do something to boost the relevancy of shields and the associated moduals. Caldari heavy will be way under powered by comparison. They could always start the Caldari heavy better be 700 shields base, also only galogi pro could with 5 slots with 200 armor lol
ps 1 CR burst is 110
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 00:47:00 -
[4] - Quote
shaman oga wrote:devonus durga wrote:
And this is why I pray the do something to boost the relevancy of shields and the associated moduals. Caldari heavy will be way under powered by comparison.
Cal heavy will not need a logi, probability it will be the only "self sustainable" heavy suit or a big fat glass air rifle . fixed
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 00:48:00 -
[5] - Quote
Dominus Fatali wrote:On the other end of the spectrum, I am a Scout who uses a Militia Armor Rep on my cheap BPO, which I use 90% of the time, and a Complex on my gk.0. I find that it lets me hit and run, and generally have higher survivability over a long period of time, than plates. thats when your hp is really really low and your thin, try 6.25 hp/s on a 400+ armor setup
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 00:52:00 -
[6] - Quote
Scalesdini wrote:Roy Ventus wrote: They could always start the Caldari heavy off with 400-500 Shields or something.
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.
I would hope that the Caldari heavy gets way more than 400-500 shields considering the Amarr heavy has 480 shield/armor to start with. I suspect Caldari/Gallente will start off around 650 in their respective area and 300ish in others, Winmatar will probably be close to even but a bit lower than Amarr. Also, OP, you're not the only one that runs a rep heavy. Lots of us run rep heavies in pubs. should be 700 as to give a advantage over ammar
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 00:54:00 -
[7] - Quote
Vicious Minotaur wrote: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? ammar heavy has 4 slots, complex should be at least 7
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 01:02:00 -
[8] - Quote
Scalesdini wrote:Roy Ventus wrote:._. For clarification.
I'm not talking about running rep "Heavies"...
I was talking about "rep heavy" suits in general. Specifically Medium suits because they seem viable.
IC, bit stoned. Rep heavies in pubs are pretty viable. 12.5hp/s might not seem like much for 600hp but keeping your shields up while armor reps makes it pretty worthwhile, and it's not especially hard to do with 600+ shield. ever see a CR? on heavy thats good armor rep is 3 complex reps
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jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 01:16:00 -
[9] - Quote
Scalesdini wrote:I think repairers should be buffed a bit as well, MLT should stay at 4, STD to 5, ADV to 6 and PRO to 7 would probably be good once skills are taken into account. fixed
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