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Vicious Minotaur
Tronhadar Free Guard Minmatar Republic
525
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Posted - 2014.01.11 01:09:00 -
[31] - 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. |
Shinobi MumyoSakanagare ZaShigurui
Intara Direct Action Caldari State
332
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Posted - 2014.01.11 01:11:00 -
[32] - Quote
Pokey Dravon wrote:Well another failure of the armor repair modules is the damage inflation we see in weapons right now. Damage output on weapons is SO high because of damage mods, you have to have a shitload of buffer if you want to survive. Buffer means sacrificing repair rate, and while some people may be able to make that full active fit work, it's just not viable for most people.
Please allow me to interject ... damage mods are not the reason for the high damage output . Having already high DPS on all AR's is the REAL reason .
People never blame the proficiency , sharpshooter or the fact that if you even get to the optimization that one can actually allow you to place more offense on your person but the damage mods get the bulk of the blame when you get just as much of a boost from having your proficiency maxed out vs. a prototype mod placed on one's person and that's not an option . That's 15% in most cases , that stays , a damage mod is an option . 15 is more than 10 .
Lower the DPS on the AR's and you would notice a change , people need to stop bashing damage mods or the skill set for that matter and ask for the right thing to be done and that's lowering the DPS on the AR's , but that's too much like doing the right thing , they would rather be rid of the damage mods ... like that would help .
Haven't all of you learned over the years of playing this game , I haven't even been playing 6 months but I understand to leave well enough alone and ask for what is needed for better over all game play , leave one's personal bias at the door because once a mod is gone ... most miss it because they realize that they were wrong in their assumption but by then it's too late . Vehicle changes are nice ( not all of them , most are counterproductive in comparison to the previous patch ) but just that example alone has shown me that much .
Future Caldari Heavy so watch out for this Sumo Shinobi with a Caldari HMG .
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Scalesdini
BlackWater Liquidations INTERGALACTIC WARPIGS
227
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Posted - 2014.01.11 01:13:00 -
[33] - Quote
I think repairers should be buffed a bit as well, MLT should stay at 2, STD to 3, ADV to 4.5 and PRO to 6 would probably be good once skills are taken into account. |
jerrmy12 kahoalii
The Phoenix Federation
320
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Posted - 2014.01.11 01:16:00 -
[34] - 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
I use a tablet so beware of typos
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Lucrezia LeGrand
194
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Posted - 2014.01.11 01:22:00 -
[35] - Quote
Heavies aren't the only ones a rep mod benefits. Try running a scout with a rep mod one of these days, it works miracles. Scouts are practically paper dolls on the battlefield right now. Even if you're able to sneak up on someone, chances are you're going to get hit a couple of times before getting the kill and end up with a shred of armor left. So while you're running in the mountains looking for your next victim a full heal can be all the difference between death and your next assassination.
I now never leave home without at least some sort of armor repair module, even a basic grade if that's all I can fit.
ya- hoi hoi
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