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Sgt Kirk
Fatal Absolution
6117
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Posted - 2014.06.21 17:55:00 -
[1] - Quote
With the increase of armor repair modules I find it hard to justify the use of an Reactive Plate. For much, much better results you usually pair it with a Ferroscale of same, or even lower, tier along with an Armor repair module.
The only time I see the Reactive plates working out is when you play as a Minmatar, or another low Low Slot based suit and want a sliver of armor and at least a 1 hp/s of armor.
I would be fine with this if the use of Reactive Plates was primarily for non armor tanked suits with low slots but I find that hard to believe.
The weird thing is that the only improvement I would see to the Reactive plates would be to increase the armor repair rate to 1/2/3 (or even 2/3/4 if that's not enough) progressing through the lowest and highest tier instead of the 1/1/2 hp/s featured now.
- The Reactive modules are in a great spot and only the repair rate should be changed but still they are overshadowed by the other alternative modules. So, how would we solve this?
+ Move Reactive plates to low slots
Additional Clause: Give Minmatar suits a universal 1 hp/s
P.S. Before anybody starts screaming about "no more Speed racer brinked tanked scouts", I fully Agree but that's a different matter entirely.
This Federation is now at war. We have no time for dissenters
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
128
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Posted - 2014.06.21 18:04:00 -
[2] - Quote
I think reactives are in a good place....
you get a slight decrease to movement with a small amount of rep and the trade is a bit of armor hp. stacking them gives you a decent buff to your armor while not diminishing your speed to badly and if your smart and use cover you can keep yourself near full health during a fire fight...
i think those who benefit the most from them are medium suits and i think that's who they were meant for. they serve my minmitar proto logi pretty well.
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Sgt Kirk
Fatal Absolution
6117
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Posted - 2014.06.21 18:08:00 -
[3] - Quote
Seymour KrelbornX wrote:I think reactives are in a good place....
you get a slight decrease to movement with a small amount of rep and the trade is a bit of armor hp. stacking them gives you a decent buff to your armor while not diminishing your speed to badly and if your smart and use cover you can keep yourself near full health during a fire fight...
i think those who benefit the most from them are medium suits and i think that's who they were meant for. they serve my minmitar proto logi pretty well.
Please actually bother to read my post. As I said before, If you're going to stack reactives them you might as well use an armor repair with a ferroscale or basic plate and get much, much better results.
This Federation is now at war. We have no time for dissenters
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MINA Longstrike
904
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Posted - 2014.06.21 18:15:00 -
[4] - Quote
Sgt Kirk wrote:Seymour KrelbornX wrote:I think reactives are in a good place....
you get a slight decrease to movement with a small amount of rep and the trade is a bit of armor hp. stacking them gives you a decent buff to your armor while not diminishing your speed to badly and if your smart and use cover you can keep yourself near full health during a fire fight...
i think those who benefit the most from them are medium suits and i think that's who they were meant for. they serve my minmitar proto logi pretty well.
Please actually bother to read my post. As I said before, If you're going to stack reactives them you might as well use an armor repair with a ferroscale or basic plate and get much, much better results.
Except that requires twice the sp investment and more module slots, so of course it should be better.
Hnolai ki tuul, ti sei oni a tiu. Kirjuun Heiian.
I have a few alts.
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Boot Booter
Sinq Laison Gendarmes Gallente Federation
593
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Posted - 2014.06.21 18:16:00 -
[5] - Quote
I agree it should be 1/2/3 on repair for reactive plates. The enhanced ones are worthless.
And yes! Give me my 1 hp/s base armor repair back!!! Us minmatar relied on that. No one but minnie assaults understands.
SMG Specialist
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RedPencil
DUST University Ivy League
13
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Posted - 2014.06.21 18:18:00 -
[6] - Quote
kinda agree, I would wanna see it has 1/2/3 repair rate but also decrease to movement to 1.5% to balance it. Right now, for the assault point of view, it not really worth to fit. The Ferroscale Plates pair with armor repair is a better combination.
I think the Reactive plates still does not receive bonus from the skill (I stack 3 complex Reactive plates and have only 6 hp/s repair rate). |
General12912
Gallente Marine Corps
200
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Posted - 2014.06.21 18:22:00 -
[7] - Quote
100% agreed. along with one additional tweak: take the movement penalty away too. reactives should be for shield/high hp recovery tankers. both them depend on movement speed to compensate for their low/weak hp.
and again, yes, the Minmatar suits do need their 1hp/s armor regen back. they are supposed to be fast and highly recoverable in trade-off for their HP being the lowest of all races in-game.
Every suit Gk.0 <3
Gallente Federation Patriot
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Sgt Kirk
Fatal Absolution
6119
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Posted - 2014.06.21 18:23:00 -
[8] - Quote
MINA Longstrike wrote:Sgt Kirk wrote:Seymour KrelbornX wrote:I think reactives are in a good place....
you get a slight decrease to movement with a small amount of rep and the trade is a bit of armor hp. stacking them gives you a decent buff to your armor while not diminishing your speed to badly and if your smart and use cover you can keep yourself near full health during a fire fight...
i think those who benefit the most from them are medium suits and i think that's who they were meant for. they serve my minmitar proto logi pretty well.
Please actually bother to read my post. As I said before, If you're going to stack reactives them you might as well use an armor repair with a ferroscale or basic plate and get much, much better results. Except that requires twice the sp investment and more module slots, so of course it should be better. alright, for low sp guys use a militia repair tool then and just work on armor. It still gives you better results unless youre using two prototype plates even vice versa works.
This Federation is now at war. We have no time for dissenters
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RedPencil
DUST University Ivy League
14
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Posted - 2014.06.21 18:26:00 -
[9] - Quote
General12912 wrote:100% agreed. along with one additional tweak: take the movement penalty away too. reactives should be for shield/high hp recovery tankers. both them depend on movement speed to compensate for their low/weak hp.
and again, yes, the Minmatar suits do need their 1hp/s armor regen back. they are supposed to be fast and highly recoverable in trade-off for their HP being the lowest of all races in-game.
You can't take away the movement penalty because it will give too much benefit and make Ferroscale Plates lost their strong point. |
Sgt Kirk
Fatal Absolution
6119
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Posted - 2014.06.21 18:28:00 -
[10] - Quote
RedPencil wrote:General12912 wrote:100% agreed. along with one additional tweak: take the movement penalty away too. reactives should be for shield/high hp recovery tankers. both them depend on movement speed to compensate for their low/weak hp.
and again, yes, the Minmatar suits do need their 1hp/s armor regen back. they are supposed to be fast and highly recoverable in trade-off for their HP being the lowest of all races in-game. You can't take away the movement penalty because it will give too much benefit and make Ferroscale Plates lost their strong point. agreed. Movement penalty is not an issue at all. It's not even that crippling.
This Federation is now at war. We have no time for dissenters
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RedPencil
DUST University Ivy League
14
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Posted - 2014.06.21 18:29:00 -
[11] - Quote
Sgt Kirk wrote:MINA Longstrike wrote:Sgt Kirk wrote:Seymour KrelbornX wrote:I think reactives are in a good place....
you get a slight decrease to movement with a small amount of rep and the trade is a bit of armor hp. stacking them gives you a decent buff to your armor while not diminishing your speed to badly and if your smart and use cover you can keep yourself near full health during a fire fight...
i think those who benefit the most from them are medium suits and i think that's who they were meant for. they serve my minmitar proto logi pretty well.
Please actually bother to read my post. As I said before, If you're going to stack reactives them you might as well use an armor repair with a ferroscale or basic plate and get much, much better results. Except that requires twice the sp investment and more module slots, so of course it should be better. alright, for low sp guys use a militia repair tool then and just work on armor. It still gives you better results unless youre using two prototype plates even vice versa works.
Also push repair skill to lv3 isn't that hard. It will give more than 5hp/s repair rate.
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Seymour KrelbornX
Holdfast Syndicate Amarr Empire
128
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Posted - 2014.06.21 18:32:00 -
[12] - Quote
Sgt Kirk wrote:Seymour KrelbornX wrote:I think reactives are in a good place....
you get a slight decrease to movement with a small amount of rep and the trade is a bit of armor hp. stacking them gives you a decent buff to your armor while not diminishing your speed to badly and if your smart and use cover you can keep yourself near full health during a fire fight...
i think those who benefit the most from them are medium suits and i think that's who they were meant for. they serve my minmitar proto logi pretty well.
Please actually bother to read my post. As I said before, If you're going to stack reactives them you might as well use an armor repair with a ferroscale or basic plate and get much, much better results.
whats with you morons thinking people don't read your posts because people disagree with you? |
Sgt Kirk
Fatal Absolution
6119
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Posted - 2014.06.21 18:37:00 -
[13] - Quote
Seymour KrelbornX wrote:whats with you morons thinking people don't read your posts because people disagree with you? Because it's pretty stupid to stack reactive platess, that's pretty moronic in and itself.
I disagreed with the guy with the movement penalty but I didn't say anything bad against him.
You could have disagreed to any other points and had any other examples but that one was incredibly stupid.
This Federation is now at war. We have no time for dissenters
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RedPencil
DUST University Ivy League
15
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Posted - 2014.06.21 18:47:00 -
[14] - Quote
Sgt Kirk wrote:Seymour KrelbornX wrote:whats with you morons thinking people don't read your posts because people disagree with you? Because it's pretty stupid to stack reactive platess, that's pretty moronic in and of itself. I disagreed with the guy with the movement penalty but I didn't say anything bad against him. You could have disagreed to any other points and had any other examples but that one was incredibly stupid.
Well, I'm the one who try to stack 2-3 reactive plates to see how good it is compare to Ferroscale Plates + armor repair. |
Boot Booter
Sinq Laison Gendarmes Gallente Federation
595
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Posted - 2014.06.21 19:01:00 -
[15] - Quote
Sgt Kirk wrote:Seymour KrelbornX wrote:whats with you morons thinking people don't read your posts because people disagree with you? Because it's pretty stupid to stack reactive platess, that's pretty moronic in and of itself. I disagreed with the guy with the movement penalty but I didn't say anything bad against him. You could have disagreed to any other points and had any other examples but that one was incredibly stupid.
Its not if you have only 2 lows.... Remeber armor repairers are pretty cpu intensive.
SMG Specialist
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Apothecary Za'ki
Biomass Positive
109
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Posted - 2014.06.21 19:06:00 -
[16] - Quote
Sgt Kirk wrote:With the increase of armor repair modules I find it hard to justify the use of an Reactive Plate. For much, much better results you usually pair it with a Ferroscale of same, or even lower, tier along with an Armor repair module. The only time I see the Reactive plates working out is when you play as a Minmatar, or another low Low Slot based suit and want a sliver of armor and at least a 1 hp/s of armor. I would be fine with this if the use of Reactive Plates was primarily for non armor tanked suits with low slots but I find that hard to believe. The weird thing is that the only improvement I would see to the Reactive plates would be to increase the armor repair rate to 1/2/3 (or even 2/3/4 if that's not enough) progressing through the lowest and highest tier instead of the 1/1/2 hp/s featured now. - The Reactive modules are in a great spot and only the repair rate should be changed but still they are overshadowed by the other alternative modules. So, how would we solve this? + Move Reactive plates to low slots Additional Clause: Give Minmatar suits a universal 1 hp/s P.S. Before anybody starts screaming about "no more Speed racer brinked tanked scouts", I fully Agree but that's a different matter entirely. cut, print, ship.. complete brilliance id love more HP/s on armor to recover from takeing a few to center mass
Minmatar Logibro in training. Rusty needles anyone?
No Mic and no time for "Squeekers"
Nerf scout cloak+shotgun
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
688
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Posted - 2014.06.21 19:25:00 -
[17] - Quote
i like this |
Sgt Kirk
Fatal Absolution
6125
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Posted - 2014.06.21 19:39:00 -
[18] - Quote
Alright everybody, made a major mistake. I meant to say move Reactives to High slots.
This Federation is now at war. We have no time for dissenters
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Baal Omniscient
Krusual Covert Operators Minmatar Republic
1758
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Posted - 2014.06.21 19:58:00 -
[19] - Quote
Sgt Kirk wrote:With the increase of armor repair modules I find it hard to justify the use of an Reactive Plate. For much, much better results you usually pair it with a Ferroscale of same, or even lower, tier along with an Armor repair module. The only time I see the Reactive plates working out is when you play as a Minmatar, or another low Low Slot based suit and want a sliver of armor and at least a 1 hp/s of armor. I would be fine with this if the use of Reactive Plates was primarily for non armor tanked suits with low slots but I find that hard to believe. The weird thing is that the only improvement I would see to the Reactive plates would be to increase the armor repair rate to 1/2/3 (or even 2/3/4 if that's not enough) progressing through the lowest and highest tier instead of the 1/1/2 hp/s featured now. - The Reactive modules are in a great spot and only the repair rate should be changed but still they are overshadowed by the other alternative modules. So, how would we solve this? + Move Reactive plates to High slots Additional Clause: Give Minmatar suits a universal 1 hp/s P.S. Before anybody starts screaming about "no more Speed racer brinked tanked scouts", I fully Agree but that's a different matter entirely. I already use complex reactive plates (and ferroscale plates) on my Winmatar assault. The reactive gives me a little HP with a very minimum speed penalty (very important for my suit) plus compensates for my lost passive reps from last build. I'll leave the regulator discussion for another thread, but until regulators are better than 65 extra HP and 2 passive reps, my complex reactive is staying where it is.
However, I do wish they scaled better. Maybe not 1/2/3, but at the very least 1/1.5/2. That enhanced plate is the odd man out. Either needs a .5 tacked on or complex and enhanced both need +1 reps/sec. I'm all for having 3 passive reps instead of 2, just to be clear.
PSN ID: AlbelNox2569
Cross Atu for CPM1
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BL4CKST4R
Villore Sec Ops Gallente Federation
2838
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Posted - 2014.06.21 20:42:00 -
[20] - Quote
If they were high slot module I wouldn't have to use shields :)), What they need is 1,2,3 or 2,3,4 and the skill bonus to apply to both armor and armor repair.
supercalifragilisticexpialidocious
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RedPencil
DUST University Ivy League
15
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Posted - 2014.06.21 22:08:00 -
[21] - Quote
Sgt Kirk wrote:Alright everybody, made a major mistake. I meant to say move Reactives to High slots.
I don't think so. It could fix dual tank but it also gonna break other stuff. Shield tank could swap to armor tank and armor tank will even stronger. laser or scr will not worth use because it would less effective in combat. |
Kallas Hallytyr
Skullbreakers
489
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Posted - 2014.06.21 22:37:00 -
[22] - 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. |
Leovarian L Lavitz
Last VenDetta. Dark Taboo
1101
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Posted - 2014.06.21 23:46:00 -
[23] - Quote
Make the armor repair skill bonus reactive plates
Omni-Soldier
Few are my equal in these specialties, none compare in all of them
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Sgt Kirk
Fatal Absolution
6129
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Posted - 2014.06.22 00:29:00 -
[24] - Quote
Kallas Hallytyr wrote: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. I agree with the first part but was thinking to make it more like Basic: 1hp/s; 21 HP; 1% penalty Advanced: 2 hp/s; 32 HP; 2% penalty Complex: 3 hp/s; 43 HP; 3% penalty.
This Federation is now at war. We have no time for dissenters
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Kallas Hallytyr
Skullbreakers
490
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Posted - 2014.06.22 00:32:00 -
[25] - 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. |
Sgt Kirk
Fatal Absolution
6130
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Posted - 2014.06.22 00:42:00 -
[26] - Quote
Kallas Hallytyr wrote: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. 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?
This Federation is now at war. We have no time for dissenters
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Sgt Kirk
Fatal Absolution
6130
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Posted - 2014.06.22 00:47:00 -
[27] - Quote
Baal Omniscient wrote:I already use complex reactive plates (and ferroscale plates) on my Winmatar assault. The reactive gives me a little HP with a very minimum speed penalty (very important for my suit) plus compensates for my lost passive reps from last build. I'll leave the regulator discussion for another thread, but until regulators are better than 65 extra HP and 2 passive reps, my complex reactive is staying where it is. However, I do wish they scaled better. Maybe not 1/2/3, but at the very least 1/1.5/2. That enhanced plate is the odd man out. Either needs a .5 tacked on or complex and enhanced both need +1 reps/sec. I'm all for having 3 passive reps instead of 2, just to be clear.
And I agree with that. That's why I said give minmitar a native 1hp/s bonus for all minmitar suits. But in my last post I do think that shield support modules and some overall suit stat changes will be needed during or before reactives are moved to high slots.
This Federation is now at war. We have no time for dissenters
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Kallas Hallytyr
Skullbreakers
490
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Posted - 2014.06.22 01:05:00 -
[28] - 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 |
Sgt Kirk
Fatal Absolution
6130
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Posted - 2014.06.22 02:52:00 -
[29] - Quote
Kallas Hallytyr wrote: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 I'd be most down with that.
I would honestly love an overhaul of base stats for the suits.
The Amarr would be a true slow, behemot brick tanker instead of this hybrid nonsense. The Caldari would be the second slowest but with more shields than you can shake a stick at. The Gallente would the second fastest, Best active armor suit (armor repair) in the game. The Minmatar would be the hit-and-run warrior. He hits hard and fast and you should never let up because their regeneration is so high.
That's my ideal world.
This Federation is now at war. We have no time for dissenters
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Cody Sietz
Sver true blood Dirt Nap Squad.
3395
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Posted - 2014.06.22 03:29:00 -
[30] - Quote
I'd like to point out that I came up with the idea first, and I thank Kirk for making the letters which form words to make the above post.
Also, I'd like to add that 1/2/3 should be followed by making the armour repair skill apply to reactive plates.
"I do agree with you there though. shudders"
-Arkena Wyrnspire
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