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Texs Red
DUST University Ivy League
335
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Posted - 2014.06.23 12:39:00 -
[1] - Quote
To put math to the assertion of Ferroscale > Reactive plates
x5 Complex Reactive Plates: +330 armor, +10 HP/s, -5% speed penalty (Or +15 HP/s with 1/2/3 plate rep progression) x4 Ferroscale, x1 Repper: +330 armor, +9.37 HP/s, 0% speed penalty
Reactives come out slightly better in HP/s but with a 5% speed penalty, so they aren't as terrible an option as you guys say. I think giving them 1/2/3 for reps would make them a excellent option and we can forget this idea of moving them to high slots, which I think will cause more problems than it would fix.
I also think, while not exactly, that comparing reactive/ferroscale plates to regular ones is a bit like apples to oranges. If you are using reactive/farroscale plates you want the speed that regular plates take away.
x4 Complex plates, x1 Repper: +594 armor, +9.37 HP/s, 19% speed penalty.
So is +5.63 HP/s and being 14% faster worth the loss of 234 armor? Or is being 19% faster worth the loss of of 234 armor?
Apples to oranges my friends, apples to oranges (it's all personal opinion). |
Texs Red
DUST University Ivy League
336
|
Posted - 2014.06.23 16:32:00 -
[2] - Quote
Sgt Kirk wrote:I agree I'm coming around to the idea of having 2/3/4 myself.
I disagree, if it become 2/3/4 it feel it might start to edge out Ferroscale plates.
x5 Complex Reactive (with 2/3/4 progression): +330 armor, +20 HP/s, -5% speed penalty x4 Ferroscale, x1 Repper: +330 armor, +9.37 HP/s, 0% speed penalty
With the 2/3/4 progression Reactive plates could have over twice the repair amount for only a -5% speed penalty, so it would become the obvious choice for all except the most diehard speedsters. With 1/2/3 progression I think it would make both styles good options with advantages and disadvantages.
Also it might make plates too undesirable: x3 Complex Plates, x2 Repper: +445.5 armor, +18.75 armor, -15% speed penalty. Compared to 2/3/4 reactive plates you get +115 armor, -10% more speed penalty, and -1.25 HP/s. It would be slower, with less rep power, and only about 100 more HP. |
Texs Red
DUST University Ivy League
338
|
Posted - 2014.06.23 17:52:00 -
[3] - Quote
Sgt Kirk wrote:I was under the assumption that reduced HP for more hp/s was already agreed.
Why though, it needs a buff not lateral movement. You are trying to change the purpose of the module, from a plate with a bit of reps to a rep module with a bit of armor. It just needs a slight buff to make it numerically competitive with ferroscale plates and I think a 1/2/3 rep progression would meet that end cleaner than altering the armor/reps balance of the module. |
Texs Red
DUST University Ivy League
340
|
Posted - 2014.06.23 21:59:00 -
[4] - Quote
Sgt Kirk wrote: But to Texas, The Reactive plate I'd wish it to be more repair focused but maybe that's a different module entirely matching more with my Gallente Playstyle. The Reactive is more Minmatar geared isn't it? Pretty sure it's found in the Minmatar LP store and if that's the case then a armor over reps would be the case.
Either way, I'd be happy with a module that was:
A: 2/3/4 with 21/32/43 B: 1/2/3 with current armor amount.
Although, I think an easy compromise would be that the Reactive plates get a bonus from the repair skill as well, as small as it would be, it would still be something.
Actually no LP store offers reactive or ferroscale plates. While EVE has many aspects to it when it comes to tanking (Armor tanked Caldari ships and Shield tanked Gallente ships) I think each of the races ultimately water down to:
Caldari have lots of shields (EVE side several of their shield ships gain resist bonuses to shields) Amarr have lots of armor (Again EVE side their ships have resist bonuses but to armor instead of shields) Minmatar are shield regeneration (Yes, in EVE they do both shields and armor. However many of their ships give bonuses for shield boosting and not armor repair. Also their logi cruiser repairs shields, not armor. Remember, Dust is watered down). To further support this their LP store offers no armor modules despite their even slot layout which suggests dual tanking. Gallente are armor regeneration. In EVE a fair number of their ships have bonuses for self armor repair and their logi cruiser is meant to be self sustaining while giving out reps.
I say this to dispel the idea that Minmatar are omni-regen tankers and so all things regen should fall under their purview, I also do not see them as being all about speed tanking either. Technically modules that increase speed are Gallente (supported by the fact that KinCats are in Gallente LP store) due to the fact that they have the shortest range weapons. The highest base speed should be Minmatar as should the highest base shield regeneration rates/delays. |
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