I-Shayz-I
I-----I
3577
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Posted - 2014.06.05 01:31:00 -
[1] - Quote
I honestly love it.
As a heavy, 20 armor/s definitely feels much more useful than the previous value of 12.5/s for two complex reppers. I ran with a logi today against swarms of heavies and he decided to run 3 of them. Normally my logi would have to run away after too long in combat to go heal up, but he was able to srug off sniper fire, and generally stay on me the entire time due to the ability to regenerate so quickly.
The enemy also feels a lot stronger, with the stupid heavies (the ones who just stand out in the open) dying to my cover play, and the smart ones giving me a tougher more challenging battle. Being able to take 400 damage and repair a good chunk of it back within seconds is a great feeling, and it's even better when I lure a heavy around a corner to try and pick me off, only for him to die because I was able to regen my armor back quick enough.
My logi can now run two complex reps without it feeling like a waste of slots. 20 hp/s is much better than 12.5 for two slots, so I would usually only run one and tank my suit out with more plates (which I never really liked anyways).
I haven't really seen any scouts repair tanking their suits, but I'm hoping I see an increase of gallente suits in general going this way instead of just stacking plates and calling it good. This new buff almost makes me want to skill into Gallente Assault/Logi just because I absolutely love armor repair lol
If I had any real issues with it I'd say that grouped up heavies are now at least twice as hard to take down as they used to be, as instead of having a heavy need to back off for 30 seconds to get their armor back up to decent levels, they only need 10-15 seconds.
In the case of this kind of group mentality, remote explosives and shotguns still work great, but I'm kinda sad that I can't just mow down groups of heavies anymore with my own heavy. I might have to skill into proto locus grenades to deal with these groups better, but even if it is at my own loss, the general balance seems to be much better for heavy on heavy.
Lastly, the best part about the buff to reps is the ability to quickly repair back long-range damage, or prevent players from killing you by dealing 10 damage per second, slowly draining your health from 100+ meters away. This isn't happening much anymore, and due to the removal of "stun locking" I am able to very easily run to cover and allow time to regen. In combination with the dispersion to blaster tanks, my forge gun fit no longer has to worry about small weapons fire keeping me from doing my job.
I've been hearing a lot about players thinking that the Gallogi will return due to the insane amounts of armor regen it can have, but the downside to regen is that you can still be killed quickly by alpha damage or quick bursts of damage. This brings a good balance between choosing between plates and armor reps that I feel is the best it has been ever in the history of Dust. The increase of fitting cost with basic plates also helped towards this balance.
Finally, the last thing I'd like to mention is that while the repair rates are amazing now, reactive plates are now even less appealing. The fitting cost reduction was a HUGE improvement and a big step in the right direction (heck, I'm actually using proto ferroscale plates now, thank you CCP), but using 4 complex reactives gives LESS repair than 1 complex repper. This needs to be looked at.
So what about eveyone else? Any specific annoyances or things you find enjoying about the new armor repair modules?
7162 wp with a Repair Tool!
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