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        | Author | Thread Statistics | Show CCP posts - 0 post(s) | 
      
      
        |  WUT ANG
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 142
 
 
      | Posted - 2014.03.19 22:40:00 -
          [1] - Quote 
 Basic 1 repair
 Enhanced 2 repair
 Complex 3 repair
 
 
 
 4KD Minmatar Assault "LONG LIVE DARK LEGION" | 
      
      
        |  Deltahawk Durango
 Subsonic Synthesis
 RISE of LEGION
 
 154
 
 
      | Posted - 2014.03.19 22:47:00 -
          [2] - Quote 
 i agree... the only person buying them skilled up armour repairs this morning and no longer has a use for them... they should do more reps for that kind of fitting cost though...
 
 I don't believe in an eye for an eye...
I believe in two eyes for an eye! | 
      
      
        |  Syeven Reed
 RETR0 PR0 GAMERS
 
 475
 
 
      | Posted - 2014.03.19 22:47:00 -
          [3] - Quote 
 If anything they should receive a bonus from BOTH the repair skill and the armor skill, which they don't.
 
 Gÿé Syeven 514 Application for CPM1 | 
      
      
        |  Cody Sietz
 Bullet Cluster
 Legacy Rising
 
 2758
 
 
      | Posted - 2014.03.19 22:49:00 -
          [4] - Quote 
 I'd move them to the high slot as well.
 
 "I do agree with you there though. shudders"
-Arkena Wyrnspire | 
      
      
        |  ZDub 303
 TeamPlayers
 Negative-Feedback
 
 2373
 
 
      | Posted - 2014.03.19 23:03:00 -
          [5] - Quote 
 
 Cody Sietz wrote:I'd move them to the high slot as well. 
 Agreed, they really should be a high slot module. Until then, they will always compete against armor plates and reps.
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        |  Magnus Amadeuss
 Praetoriani Classiarii Templares
 Praetoria Imperialis Excubitoris
 
 585
 
 
      | Posted - 2014.03.19 23:09:00 -
          [6] - Quote 
 No they really shouldn't be high-slot modules, holy crap they should not.
 
 Armor has the fundamental advantage of WAY more eHP. It really doesn't need anymore advantage in that area by making an armor mod a high-slot module.
 
 The reason why shield have a low-slot module is because shields:
 
 1) are regen based tanking
 2) have way less eHP potential
 
 I do agree that reactive plates need a re-thinking, and perhaps just an outright change to resistance modules (of course shields would need a resistance module as well).
 
 They used to be usefull if you had very very few low-slots, and when the armor plate penalties for movement were higher. Now not so much.
 
 While there is no better place to be wealthy than the Gallente Federation, there is no hell worse for the poor either. | 
      
      
        |  ZDub 303
 TeamPlayers
 Negative-Feedback
 
 2373
 
 
      | Posted - 2014.03.19 23:13:00 -
          [7] - Quote 
 
 Magnus Amadeuss wrote:No they really shouldn't be high-slot modules, holy crap they should not. 
 Armor has the fundamental advantage of WAY more eHP. It really doesn't need anymore advantage in that area by making an armor mod a high-slot module.
 
 The reason why shield have a low-slot module is because shields:
 
 1) are regen based tanking
 2) have way less eHP potential
 
 I do agree that reactive plates need a re-thinking, and perhaps just an outright change to resistance modules (of course shields would need a resistance module as well).
 
 They used to be usefull if you had very very few low-slots, and when the armor plate penalties for movement were higher. Now not so much.
 
 Would they really be that much better than shield extenders though?
 
 Shield regs need something extra too imo, hard to justify a reg over an armor plate imo.
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        |  Adelia Lafayette
 Science For Death
 
 733
 
 
      | Posted - 2014.03.19 23:13:00 -
          [8] - Quote 
 reactive plates should react. Save up a repair burst say like 100 points of armor. When you hit 25% armor 100 points come back and then it needs to cool down for 30 seconds
 
 Assault dropship gets blown up.... (Gò»°Gûí°n+ëGò»n+¦ Gö+GöüGö+ "Kitten this I'm out"... ..."I'm back" | 
      
      
        |  Chunky Munkey
 Amarr Templars
 Amarr Empire
 
 3564
 
 
      | Posted - 2014.03.19 23:20:00 -
          [9] - Quote 
 Two reactives can't outperform a regular plate and a regular rep.
 
 To me that renders them all but useless.
 
 I have one fitting with one on, and that's because it only has one low slot.
 
 No. | 
      
      
        |  ResistanceGTA
 D.A.R.K L.E.G.I.O.N
 D.E.F.I.A.N.C.E
 
 588
 
 
      | Posted - 2014.03.19 23:34:00 -
          [10] - Quote 
 
 Syeven Reed wrote:If anything they should receive a bonus from BOTH the repair skill and the armor skill, which they don't. 
 Then they should require both skills to use. Maybe make them require lower armor repair.
 
 Like:
 Basic Reactive- Level 1 Armor Plates
 Enhanced Reactive- Level 3 Armor Plates, Level 2(1) Armor Repair
 Complex Reactive- Level 5 Armor Plates, Level 4(3) Armor Repair
 
 This would also make those even levels more valuable.
 
 Or make them the same level.
 
 xSivartx is my Heavy. There are many like him, but he is my own... So, other Logi's back off, those are my Warpoints! | 
      
      
        |  Cyzad4
 Blackfish Corp.
 
 201
 
 
      | Posted - 2014.03.19 23:47:00 -
          [11] - Quote 
 bit more hp would make sense too, nothing too high but complex reactive having 3/4 hp of a basic plate coupled w a terrible rep rate makes them totally useless and that's ignoring the req's for them.
 
 Welcome to you're "DOOM" | 
      
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