Takahiro Kashuken
Red Star. EoN.
3431
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Posted - 2014.04.19 12:51:00 -
[1] - Quote
This is nearly the full set of skills for Armor (3 Capital skills not included) and applies to all the ships and unlocks a long list of modules such as Resistance Armor Plates, Nanofibres, Overdrives, Cargohold Expansion Units, Reinforced Bulkheads, Inertia Stabilizers, Damage Control , Armor plates, Armor Reppers, Remote Armor Reppers, Remote Hull Reppers and all the variants while unlocking access to more skills which lead to even more modules.
Many of these modules in EVE can be brought down to DUST, some can even be used for dropsuits.
Armor
Armor Layering - Skill at installing upgraded armor plates efficiently and securely, reducing the impact they have on agility and speed. Grants a 5% reduction to armor plate mass penalty per level. - (3x)
Armor Resistance Phasing - Improves control over, and flow between, nano membranes that react to damage by shifting resistances. Reduces duration time of Reactive Armor Hardeners by 10% per level and capacitor need by 5% per level. - (3x)
Hull Upgrades - Skill at maintaining your ship's armor and installing hull upgrades like expanded cargoholds and inertial stabilizers. Grants a 5% bonus to armor hit points per skill level. - (2x)
Mechanics - Skill at maintaining the mechanical components and structural integrity of a spaceship. 5% bonus to structure hit points per skill level. - (1x)
Repair Systems - Operation of armor/hull repair modules. 5% reduction in repair systems duration per skill level. - (1x)
Remote Armor Repair Systems - Operation of remote armor repair systems. 5% reduced capacitor need for remote armor repair system modules per skill level. - (2x)
Remote Hull Repair Systems - Operation of remote hull repair systems. 5% reduced capacitor need for remote hull repair system modules per skill level. - (2x)
EM Armor Compensation - 5% bonus to EM resistance per level for Armor Coatings and Energized Platings - (2x)
Explosive Armor Compensation - 5% bonus to Explosive resistance per level for Armor Coatings and Energized Platings - (2x)
Kinetic Armor Compensation - 5% bonus to Kinetic resistance per level for Armor Coatings and Energized Platings - (2x)
Thermic Armor Compensation - 5% bonus to Thermal resistance per level for Armor Coatings and Energized Platings - (2x)
This is nearly the full set of skills for Shields (2 Capital skills not included) and applies to all the ships and unlocks a long list of modules such as Remote Shield Boosters, Shield Boost Amplifier, Shield Boosters, Shield Extenders, Shield Amplifiers, Adaptive Invulnerability Fields, Deflection Fields and all the variants while unlocking access to more skills which lead to even more modules.
Many of these modules in EVE can be brought down to DUST, some can even be used for dropsuits.
Shields
EM Shield Compensation - 5% bonus to EM resistance per level for Shield Amplifiers - (2x)
Explosive Shield Compensation - 5% bonus to Explosive resistance per level for Shield Amplifiers - (2x)
Kinetic Shield Compensation - 5% bonus to Kinetic resistance per level for Shield Amplifiers - (2x)
Thermic Shield Compensation - 5% bonus to Thermal resistance per level for Shield Amplifiers - (2x)
Shield Compensation - Improved skill for regulating energy flow to shields. 2% less capacitor need for shield boosters per skill level. - (2x)
Shield Emission Systems - Operation of shield transfer array and other shield emission systems. 5% reduced capacitor need for shield emission system modules per skill level. - (2x)
Shield Management - Skill at regulating a spaceship's shield systems. 5% bonus to shield capacity per skill level. - (3x)
Shield Operation - Skill at operating a spaceship's shield systems, including the use of shield boosters and other basic shield modules. 5% reduction in shield recharge time per skill level. - (1x)
Shield Upgrades - Skill at installing shield upgrades e.g. shield extenders and shield rechargers. 5% reduction in shield upgrade powergrid needs. - (2x)
Tactical Shield Manipulation - Skill at preventing damage from penetrating the shield, including the use of shield hardeners and other advanced shield modules. Reduces the chance of damage penetrating the shield when it falls below 25% by 5% per skill level, with 0% chance at level 5. - (4x)
So DUST has Vehicle Shield Upgrades, Shield Fitting Optimization, Vehicle Shield Regeneration, Vehicle Armor Upgrades, Armor Fitting Optimization and Vehicle Armor Repair Systems which are mostly useful to an extent. Offering unlocks to mods for the first skill and then offering bonuses per level for the unlocked mods.
The big addition is the various damage resists with active and passive hardeners, it can be done in DUST even tho the damage types are Hybrid/Projectile/Laser and Explosive which do diff amounts of damage to shield and armor so you could put a Explosive resistance plate or two on your ADS so have better resistance to swarms but you would have next to no resistance to a FG because it deals Hybrid damage. Or just choose a flat basic resistance mod which gives a percentage of resistance to all damage types but this will be a lower percentage than specific resistance modules.
This would increase EHP for all vehicles which uses these modules, we used to have passive resistance modules which were perfectly fine tbh and active have been tinkered with time and again with the activation times/PG/CPU costs and resistance percentages.
The addition of Hull tanking, the last chance before death, could be added could be left out but adds another option to vehicles but also another barrier to AV since it would require more damage to be dealt.
Remote Reppers, once again we used to have these and they were useful, i really didnt see a reason to take them away, likewise we had skills which increase our basic shield/armor amounts like infantry still have today, no reason to remove that either. |