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Kallas Hallytyr
Skullbreakers
489
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Posted - 2014.06.21 22:37:00 -
[1] - Quote
If Reactives were to move to high slots, a readjustment of all plate HP would be required to balance the sudden presence of even more armour. I agree that it would definitely help the Reactive plate but they'd need to be dropped to something like:
Basic: 1 HP/s; 10 HP; 1% penalty Advanced: 2 HP/s; 15-20 HP; 2% penalty Complex: 3 HP/s; 20-25 HP; 3% penalty
And I think we'd want to reduce the HP granted by regular plates down to something like 75/100/120 to prevent Armour becoming supremely dominant again. |
Kallas Hallytyr
Skullbreakers
490
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Posted - 2014.06.22 00:32:00 -
[2] - Quote
I can agree to that Kirk, but the end result needs to be similar amounts of armour to what we can achieve now, whichnwoulkd require either a large reduction to the HP granted by the reactives and a small reduction to the regular plates, or a medium one to both.
I think the large/small would be more reasonable, since this would affect Amarr less (ie, they can brick tank as effectively) while Gallente would still get the benefit of fitting additional Reactive buffer and getting more room to put regenerative modules in. |
Kallas Hallytyr
Skullbreakers
490
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Posted - 2014.06.22 01:05:00 -
[3] - Quote
Sgt Kirk wrote:What would you say if Caldari had a nice shield buff making them the Shield tanker they are supposed to be( not generative Caldari are the Amarr of shields to an extent ) and Minmatar get a nice depletion and recharge buff.
Would two Grand buffs to the shield races allow for the previous point?
I think it would, although I think you're getting away from your original intent: making Reactive Plates an effective choice by moving them to high slots. The simple solution would be a rejiggering of plate HP across the spectrum to account for the new availability of high plates.
I would love to dive in on a grand rejiggering of the suits and some modules, but I think that would be a whole Hotfix in and of itself, and would require some hefty number crunching! If you want to try it, I'm game :D |
Kallas Hallytyr
Skullbreakers
495
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Posted - 2014.06.23 14:32:00 -
[4] - Quote
Hmm, I'm coming around to simply adjusting the amount/second. Personally, 2/3/4 sounds better, because its still less effective than the relevant level of Repairer, but much more significant than before. Even with 5 Complex (20 HP/s; 300 armour), you're looking at only slightly more than 2 Complex Reps, which would allow you to get 445.5 armour/18.75 HP/s.
+1 Texs Red. Though I do feel the 2/3/4 is better |
Kallas Hallytyr
Skullbreakers
495
|
Posted - 2014.06.23 16:51:00 -
[5] - Quote
Perhaps a small drop in Reactive HP buffer? Maybe down to something like 20/35/50?
Edit: my reasoning is that without a reasonable HP/s, Reactive plates aren't anything to write home about. Their repping ability needs to be significant, but less than a repper. So their armour should be less than a Ferroscale, but essentially be a hybrid of Ferroscale/Repper. |
Kallas Hallytyr
Skullbreakers
497
|
Posted - 2014.06.23 18:00:00 -
[6] - Quote
I think you're probably right Texs, also baby steps are better than bigger changes So 1/2/3 and keep their current armour seems pretty good anyway. |
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