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Nocturnal Soul
Immortal Retribution
1624
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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
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knight of 6
SVER True Blood Public Disorder.
1153
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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
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Arkena Wyrnspire
Fatal Absolution Covert Intervention
7998
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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
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Sgt Kirk
Fatal Absolution Covert Intervention
4068
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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
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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
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BL4CKST4R
WarRavens League of Infamy
1594
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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. |
Fizzer94
L.O.T.I.S. D.E.F.I.A.N.C.E
1377
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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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