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          The-Errorist 
          SVER True Blood
  744
  
          
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        Posted - 2014.06.11 07:58:00 -
          [1] - Quote 
          
           
          There should be an active module that instantly recharges a portion of the dropsuit's shield HP or have rep cycles like old shield boosters.
  Reasoning: it works for shield tanks and we have a similar situation with passive armor reps vs shields; armor tankers would have armor repairers and shield tankers would have shield boosters, but for infantry. This makes sense right?
 MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621 
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          The-Errorist 
          SVER True Blood
  744
  
          
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        Posted - 2014.06.11 08:00:00 -
          [2] - Quote 
          
           
          Here example stats: STD: 100 HP ADV: 150 HP PRO: 200 HP
 MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621 
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          Godin Thekiller 
          shadows of 514
  2572
  
          
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        Posted - 2014.06.11 08:07:00 -
          [3] - Quote 
          
           
          No, it doesn't work for shield HAV's. Boosters are garbage. Old boosters although didn't work well were imo far better. Same for repairers (although they did in fact work).
 click me  
Blup Blub Bloop. Translation: Die -_- 
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          Jonny D Buelle 
          Mors Effera
  166
  
          
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        Posted - 2014.06.11 08:12:00 -
          [4] - Quote 
          
           
          I wouldn't mind seeing boosters put in for infrantry.
  It would make a new style of tanking available for players too (active vs passive) so that we can have more of a choice.
  Could also go a step further and add active rep mods to infantry as well for armor tankers.
 Legionhares Unite! 
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          The-Errorist 
          SVER True Blood
  744
  
          
                | 
        Posted - 2014.06.11 08:33:00 -
          [5] - Quote 
          
           
          Godin Thekiller wrote:No, it doesn't work for shield HAV's. Boosters are garbage. Old boosters although didn't work well were imo far better. Same for repairers (although they did in fact work).
  EDIT: As for your idea, it'd probably be kinda a bit much. Not really needed. Just would muck up balance a lot. Well, unless they costed a lot o CPU/PG.   Check the recent edit, I forgot to post that they should cost a lot to use.
 MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621 
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          duster 35000 
          Algintal Core Gallente Federation
  23
  
          
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        Posted - 2014.06.11 08:42:00 -
          [6] - Quote 
          
           
          The-Errorist wrote:Here are some example stats:
  Cooldown time: 30s
  One rep cycle STD: 100 HP ADV: 150 HP PRO: 200 HP
  OR
  4 Rep cycles STD: 25 HP/cycle ADV: 37.5 HP/cycle PRO: 50 HP/cycle FIXED MISSING 0
  [Fitting costs] STD: 13 PG / 47 CPU ADV: 18 PG / 82 CPU PRO: 23 PG / 184 CPU
  What do you guys think?  
 
 Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post. 
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          The-Errorist 
          SVER True Blood
  745
  
          
                | 
        Posted - 2014.06.11 08:45:00 -
          [7] - Quote 
          
           
          duster 35000 wrote:The-Errorist wrote:Here are some example stats:
  Cooldown time: 30s
  One rep cycle STD: 100 HP ADV: 150 HP PRO: 200 HP
  OR
  4 Rep cycles STD: 25 HP/cycle ADV: 37.5 HP/cycle PRO: 50 HP/cycle FIXED MISSING 0
  [Fitting costs] STD: 13 PG / 47 CPU ADV: 18 PG / 82 CPU PRO: 23 PG / 184 CPU
  What do you guys think?    Ah, thinks for noticing it, it was supposed to be 40 HP/cycle.
 MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621 
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          duster 35000 
          Algintal Core Gallente Federation
  23
  
          
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        Posted - 2014.06.11 08:47:00 -
          [8] - Quote 
          
           
          The-Errorist wrote:duster 35000 wrote:The-Errorist wrote:Here are some example stats:
  Cooldown time: 30s
  One rep cycle STD: 100 HP ADV: 150 HP PRO: 200 HP
  OR
  4 Rep cycles STD: 25 HP/cycle ADV: 37.5 HP/cycle PRO: 50 HP/cycle FIXED MISSING 0
  [Fitting costs] STD: 13 PG / 47 CPU ADV: 18 PG / 82 CPU PRO: 23 PG / 184 CPU
  What do you guys think?   Ah, thanks for noticing it.   Fixed thanks from thinks.
  And adv to pro, 3 more per cycle is loow.
 Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post. 
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          The-Errorist 
          SVER True Blood
  745
  
          
                | 
        Posted - 2014.06.11 08:50:00 -
          [9] - Quote 
          
           
          duster 35000 wrote:The-Errorist wrote:duster 35000 wrote:The-Errorist wrote:Here are some example stats:
  Cooldown time: 30s
  One rep cycle STD: 100 HP ADV: 150 HP PRO: 200 HP
  OR
  4 Rep cycles STD: 25 HP/cycle ADV: 37.5 HP/cycle PRO: 50 HP/cycle FIXED MISSING 0
  [Fitting costs] STD: 13 PG / 47 CPU ADV: 18 PG / 82 CPU PRO: 23 PG / 184 CPU
  What do you guys think?   Ah, thanks for noticing it.  Fixed thanks from thinks. And adv to pro, 3 more per cycle is loow.   That was another typo, sorry. Its 12.5 HP/cycle between tiers. When I first thought of this idea, I wanted it to be 5 cycles and divided the 1 rep cycle numbers by 5 and when I made that typo, I forgot I was dividing them by 4 instead after I changed my mind about how many cycles I wanted it to be.
 MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621 
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          duster 35000 
          Algintal Core Gallente Federation
  23
  
          
                | 
        Posted - 2014.06.11 09:01:00 -
          [10] - Quote 
          
           
          The-Errorist wrote:duster 35000 wrote:The-Errorist wrote:duster 35000 wrote:The-Errorist wrote:Here are some example stats:
  Cooldown time: 30s
  One rep cycle STD: 100 HP ADV: 150 HP PRO: 200 HP
  OR
  4 Rep cycles STD: 25 HP/cycle ADV: 37.5 HP/cycle PRO: 50 HP/cycle FIXED MISSING 0
  [Fitting costs] STD: 13 PG / 47 CPU ADV: 18 PG / 82 CPU PRO: 23 PG / 184 CPU
  What do you guys think?   Ah, thanks for noticing it.  Fixed thanks from thinks. And adv to pro, 3 more per cycle is loow.  That was another typo, sorry. Its 12.5 HP/cycle between tiers. When I first thought of this idea, I wanted it to be 5 cycles and divided the 1 rep cycle numbers by 5 and when I made that typo, I forgot I was dividing them by 4 instead after I changed my mind about how many cycles I wanted it to be.   Proto cpu is way off from adv damm.
 Jerrmy12
Banned, reason, hotfix alpha thread.
No joke, the reason was a devs first post, I was linked to the first post. 
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          The-Errorist 
          SVER True Blood
  746
  
          
                | 
        Posted - 2014.06.11 09:09:00 -
          [11] - Quote 
          
           
          duster 35000 wrote:... The-Errorist wrote:... [Fitting costs] STD: 13 PG / 47 CPU ADV: 18 PG / 82 CPU PRO: 23 PG / 184 CPU
  What do you guys think?  Proto cpu is way off from adv damm.   For some items in the game its like that and for others, they go up by a percentage on both sides. Instead of making the PG and CPU rise by steady rate, I increased the PG by a lower number and made the CPU increase higher.
  I'll think about making the PG/CPU progression more normal.
 MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621 
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          The-Errorist 
          SVER True Blood
  746
  
          
                | 
        Posted - 2014.06.11 10:13:00 -
          [12] - Quote 
          
           
          I Improved the PG/CPU progression based on established PG/CPU progression in game for most modules. Go test out what fits you can make with them.
 MAG + Dust cb vet, an alt of Velvet Overkill & Agent Overkill. http://vimeo.com/93181621 
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