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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  Nocturnal Soul
 Immortal Retribution
 
 1624
 
 
      | Posted - 2014.01.18 17:12:00 -
          [1] - Quote 
 Should they be in the highs sacrificing gank for a bit more tank. Personally I think they should but I'd like to know anyone's opinion on this.
 
 "The trick to creativity is knowing how to hide your sources..." Albert Einstein | 
      
      
        |  knight of 6
 SVER True Blood
 Public Disorder.
 
 1153
 
 
      | Posted - 2014.01.18 17:41:00 -
          [2] - Quote 
 how would that sacrifice tank? that would give armor tanks bigger tanks.
 
 EDIT: I can't read, and never graduated kindergarten
 
 in eve damage mods are low slot items, I think that may solve your issue nicely...
 
 "God favors the side with the best artillery" ~ Napoleon Ko6, scout. CLOSED BETA VET | 
      
      
        |  Arkena Wyrnspire
 Fatal Absolution
 Covert Intervention
 
 7998
 
 
      | Posted - 2014.01.18 17:43:00 -
          [3] - Quote 
 Nope.
 It'd be nice if there was something other than just extenders or damage mods for general use in the high slots but moving armour reps would make armour OP, sorry.
 
 Level 7 Forum Warrior Lenin of the glorious armoured revolution | 
      
      
        |  Sgt Kirk
 Fatal Absolution
 Covert Intervention
 
 4068
 
 
      | Posted - 2014.01.18 18:08:00 -
          [4] - Quote 
 ummm, armor reps in highslots?
 
 Terrible idea and would make it Over powered.
 
 
 There needs to be better highslot options in general. We have like what, 10 modules for low slots but only 6 modules for high; 3 being shield based, 1 being completely useless and the other one (+1) is determined by scan range which is already **** on Gallente Mediums and heavies.
 
 That leaves 5 modules out of the question with only 1 left being damage modifiers.
 
 I'd love if they had range amplifiers in high slots.
 
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        |  calvin b
 Ostrakon Agency
 Gallente Federation
 
 1388
 
 
      | Posted - 2014.01.18 18:22:00 -
          [5] - Quote 
 My armor rep is at 17.5
  and I am loving it. Use less armor and more repair and tell me what you think. 
 TANK514 another sign of cancer in the game | 
      
      
        |  BL4CKST4R
 WarRavens
 League of Infamy
 
 1594
 
 
      | Posted - 2014.01.18 18:25:00 -
          [6] - Quote 
 I think there needs to be some module distribution to provide both shield and armor LOGICAL options for both high and low slots... I have suggested that armor reps move to the highs because in reality losing that armor for that extra rep is not even worth it. I personally do not use armor repairers, I use hybrid hives.
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        |  Fizzer94
 L.O.T.I.S.
 D.E.F.I.A.N.C.E
 
 1377
 
 
      | Posted - 2014.01.18 18:45:00 -
          [7] - Quote 
 
 Sgt Kirk wrote:ummm, armor reps in highslots? 
 Terrible idea and would make it Over powered.
 
 
 There needs to be better highslot options in general. We have like what, 10 modules for low slots but only 6 modules for high; 3 being shield based, 1 being completely useless and the other one (+1) is determined by scan range which is already **** on Gallente Mediums and heavies.
 
 That leaves 5 modules out of the question with only 1 left being damage modifiers.
 
 I'd love if they had range amplifiers in high slots.
 
 The word you are looking for is hardeners.
 4%/7%/10% armor resistance. I'm not sure what the penalty should be, but there shouldn't be a stacking penalty. Perhaps a 5% reduction to turning speed per module?
 
 Yours Truly, Reginald Fizzer94 Delafontaine III, Esquire | 
      
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