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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
|
Posted - 2014.06.21 19:25:00 -
[17] - Quote
i like this |
Sgt Kirk
Fatal Absolution
6125
|
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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Sgt Kirk
Fatal Absolution
6130
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Posted - 2014.06.22 03:45:00 -
[31] - Quote
What? That's not even my idea, that's what EVE is based on.
Cody Sietz is the brains behind EVE.
This Federation is now at war. We have no time for dissenters
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5385
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Posted - 2014.06.22 04:12:00 -
[32] - 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.
It should, but not by the margin it is now.
Reactives should give 1, 2, and 3 hp/s by level.
Right now, you can equip an Enhanced Rep and Enhanced Ferro and get no movement penalty, 5x the regen, and more HP.
As for SP investment? NEVER balance around SP. That does nothing but cater to the High SP players. I don't need any more advantages than I already have over the newbro's.
Slots? Kinda the point. People with tons of lows don't need them, but those with not enough won't run them. Moving them to high slots isn't the solution. Buffing the Rep rate though, is a much better alternative.
That Crazy Minmatar Fanatic
Stabbing Heavies for the Republic since Uprising 1.1
PSN: EVL_Elgost105
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Sgt Kirk
Fatal Absolution
6130
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Posted - 2014.06.22 04:23:00 -
[33] - Quote
Ghost Kaisar wrote: It should, but not by the margin it is now.
Reactives should give 1, 2, and 3 hp/s by level.
Right now, you can equip an Enhanced Rep and Enhanced Ferro and get no movement penalty, 5x the regen, and more HP.
As for SP investment? NEVER balance around SP. That does nothing but cater to the High SP players. I don't need any more advantages than I already have over the newbro's.
Slots? Kinda the point. People with tons of lows don't need them, but those with not enough won't run them. Moving them to high slots isn't the solution. Buffing the Rep rate though, is a much better alternative.
Just give me something in the High Slots please sweet baby Cthulhu give me something.
I'll trade you damage modifiers for reactives in highs.
This Federation is now at war. We have no time for dissenters
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Ghost Kaisar
Fatal Absolution General Tso's Alliance
5385
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Posted - 2014.06.22 04:26:00 -
[34] - Quote
Sgt Kirk wrote:Ghost Kaisar wrote: It should, but not by the margin it is now.
Reactives should give 1, 2, and 3 hp/s by level.
Right now, you can equip an Enhanced Rep and Enhanced Ferro and get no movement penalty, 5x the regen, and more HP.
As for SP investment? NEVER balance around SP. That does nothing but cater to the High SP players. I don't need any more advantages than I already have over the newbro's.
Slots? Kinda the point. People with tons of lows don't need them, but those with not enough won't run them. Moving them to high slots isn't the solution. Buffing the Rep rate though, is a much better alternative.
Just give me something in the High Slots please sweet baby Cthulhu give me something. I'll trade you damage modifiers for reactives in highs.
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That Crazy Minmatar Fanatic
Stabbing Heavies for the Republic since Uprising 1.1
PSN: EVL_Elgost105
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Nothing Certain
Bioshock Rejects
885
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Posted - 2014.06.22 05:32:00 -
[35] - 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.
You are better off fitting normal plates and a repair mod. I really wanted to like them but I don't use them often. On one suit with tight fitting they work , and on a scout I use one because I only had one low slot for armor and wanted some repping, but ferroscale gives you more armor with no speed penalty, reppers give you a lot more HP/s, and plates give you much more armor so instead of the best of each the liabilities of each are what come through.
Because, that's why.
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Sgt Kirk
Fatal Absolution
6131
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Posted - 2014.06.22 05:39:00 -
[36] - Quote
Nothing Certain 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.
You are better off fitting normal plates and a repair mod. I really wanted to like them but I don't use them often. On one suit with tight fitting they work , and on a scout I use one because I only had one low slot for armor and wanted some repping, but ferroscale gives you more armor with no speed penalty, reppers give you a lot more HP/s, and plates give you much more armor so instead of the best of each the liabilities of each are what come through. And that's exactly why I said move them to High Slots. They are fine in most attributes. They just have no spot in being competitive against the other plates but they are still good.
But like we've reached in the conclusion. Trade Damage mods for Reactives
This Federation is now at war. We have no time for dissenters
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
688
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Posted - 2014.06.22 18:19:00 -
[37] - Quote
Sgt Kirk wrote:Alright everybody, made a major mistake. I meant to say move Reactives to High slots. i dont like this |
Seymour KrelbornX
Holdfast Syndicate Amarr Empire
156
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Posted - 2014.06.22 21:35:00 -
[38] - Quote
Sgt Kirk wrote:Alright everybody, made a major mistake. I meant to say move Reactives to High slots.
so you make a mistake... but I'm stupid.... I cant take you seriously.... |
Sgt Kirk
Fatal Absolution
6138
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Posted - 2014.06.22 23:30:00 -
[39] - Quote
Seymour KrelbornX wrote:Sgt Kirk wrote:Alright everybody, made a major mistake. I meant to say move Reactives to High slots. so you make a mistake... but I'm stupid.... I cant take you seriously.... Me neither, HTFU.
This Federation is now at war. We have no time for dissenters
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Sgt Kirk
Fatal Absolution
6138
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Posted - 2014.06.22 23:31:00 -
[40] - Quote
Alabastor 'TheBlaster' Alcar wrote:Sgt Kirk wrote:Alright everybody, made a major mistake. I meant to say move Reactives to High slots. i dont like this Any reasons why?
This Federation is now at war. We have no time for dissenters
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
691
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Posted - 2014.06.23 01:39:00 -
[41] - Quote
i dont like the idea of armor modules in the high slots, because it changes the way u could stack armor on suits and if reactive plates had a incremental increase in the repair rate aswel as changed to fit in high slots it wkuld lead to suprrepping suits stacking enhanced reactive plates in their highs and maby 2 reps with a complex plate, now i liked the idea before you said u left out moving them to high slots but i think that little change would ruin an otherwise great idea. moving them to high slots would quickly be deemed op i can almost bet isk on it. |
Sgt Kirk
Fatal Absolution
6147
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Posted - 2014.06.23 02:32:00 -
[42] - Quote
Alabastor 'TheBlaster' Alcar wrote:i dont like the idea of armor modules in the high slots, because it changes the way u could stack armor on suits and if reactive plates had a incremental increase in the repair rate aswel as changed to fit in high slots it wkuld lead to suprrepping suits stacking enhanced reactive plates in their highs and maby 2 reps with a complex plate, now i liked the idea before you said u left out moving them to high slots but i think that little change would ruin an otherwise great idea. moving them to high slots would quickly be deemed op i can almost bet isk on it. Ahhh.
Well then if this was to go about we could see if the changes affected them enough to be worthy in the lows and then move them to highs if they seem to not work out well but honestly the greater problem of all of this is that the suits stats and modules in this game are not balanced around suits having their unique identities.
This Federation is now at war. We have no time for dissenters
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Texs Red
DUST University Ivy League
335
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Posted - 2014.06.23 12:39:00 -
[43] - 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). |
Kallas Hallytyr
Skullbreakers
495
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Posted - 2014.06.23 14:32:00 -
[44] - 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 |
Sgt Kirk
Fatal Absolution
6150
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Posted - 2014.06.23 16:13:00 -
[45] - Quote
I agree I'm coming around to the idea of having 2/3/4 myself.
This Federation is now at war. We have no time for dissenters
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Texs Red
DUST University Ivy League
336
|
Posted - 2014.06.23 16:32:00 -
[46] - 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. |
Kallas Hallytyr
Skullbreakers
495
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Posted - 2014.06.23 16:51:00 -
[47] - 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. |
Sgt Kirk
Fatal Absolution
6151
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Posted - 2014.06.23 17:04:00 -
[48] - Quote
I was under the assumption that reduced HP for more hp/s was already agreed.
This Federation is now at war. We have no time for dissenters
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Texs Red
DUST University Ivy League
338
|
Posted - 2014.06.23 17:52:00 -
[49] - 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. |
Viktor Hadah Jr
Negative-Impact The East India Co.
4346
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Posted - 2014.06.23 17:53:00 -
[50] - Quote
i'd the armor plate and armor rep bonus to apply to them that would be nice
Viktor for CPM
I'll ring for free(Multiple roles, 51Mil SP)
Chat Channel: Vik PC
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Kallas Hallytyr
Skullbreakers
497
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Posted - 2014.06.23 18:00:00 -
[51] - 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. |
Sgt Kirk
Fatal Absolution
6152
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Posted - 2014.06.23 18:14:00 -
[52] - Quote
Viktor Hadah Jr wrote:i'd the armor plate and armor rep bonus to apply to them that would be nice It applies to the armor plate skill but not the armor repair.
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.
This Federation is now at war. We have no time for dissenters
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Alabastor 'TheBlaster' Alcar
Silver Bullet Solutions DARKSTAR ARMY
693
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Posted - 2014.06.23 18:59:00 -
[53] - Quote
yeah we should only change one thing at a time u know how ccp fuks evrything up when multiple suggestions are out there, just look at the railguns they ate completely broken because they changed 3 things instead of just one. there wasnt anything wrong with them that warrented chang either just some qq. however i think if changes were to be made to reactive plates it should be just the repair rate. |
Texs Red
DUST University Ivy League
340
|
Posted - 2014.06.23 21:59:00 -
[54] - 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. |
Sgt Kirk
Fatal Absolution
6154
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Posted - 2014.06.24 00:26:00 -
[55] - Quote
The Faction Packs do. The Gallente come with one of the plates while the minmatar come with another.
I'm not at home to check
This Federation is now at war. We have no time for dissenters
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Thang Bausch
Pierrot Le Fou Industries
170
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Posted - 2014.06.24 03:44:00 -
[56] - Quote
Sgt Kirk wrote:Alright everybody, made a major mistake. I meant to say move Reactives to High slots.
In general, there needs to be more modules for high slots. not sure reactives are the things, but something more than what is available now.
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Thang Bausch
Pierrot Le Fou Industries
170
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Posted - 2014.06.24 03:47:00 -
[57] - Quote
I totally agree that reactives need more hp repair at advanced/proto levels. I was trying to build a suit with them and it just didn't make sense. ferroscale, on the other hand, are now in a very nice place. I don't use them exclusively, but i do use them a lot. |
JP Acuna
Pendejitos Zero-Day
201
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Posted - 2014.06.24 04:40:00 -
[58] - Quote
As you guessed, they seem to be for shield or "dual" tankers. armor tankers can fit reppers and plates separately without sacrificing significant hp, cause they have the slots for that. We always have to choose between better regen or better tank. As a dual module, reactive plates are ok just giving you a little bit of reps and hp in one single slot. |
Sgt Kirk
Fatal Absolution
6157
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Posted - 2014.06.24 04:50:00 -
[59] - Quote
JP Acuna wrote:As you guessed, they seem to be for shield or "dual" tankers. armor tankers can fit reppers and plates separately without sacrificing significant hp, cause they have the slots for that. We always have to choose between better regen or better tank. As a dual module, reactive plates are ok just giving you a little bit of reps and hp in one single slot. That's the problem. I want this game to be as far away from dual tanking as possible. The only ones I'd be okay with in this game having primary dual tank is Minmatar.
This Federation is now at war. We have no time for dissenters
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Bojo The Mighty
Spaceman Drug Cartel-Uno
3888
|
Posted - 2014.06.24 04:57:00 -
[60] - Quote
I like the idea and I do use it on a few fittings so here's my general idea
-No movement penalty at all
I don't see how an Armor plate starts out with no penalty at all (not even some tiny percent) and less HP than a Ferro and progresses to add less health and a speed penalty over the progression of a Ferro.
I think that Reactives were designed with Gallente in mind and Ferros should've been the Amarr ticket to the scout. But with reactives as so I believe Gallente would need a miniscule speed buff to make them worth the weight right now (so negate movement penalty in one way or another).
But that only applies if you try and use the racial ideals behind your suit and not just try to straight tank it.
I'm not resting in peace but rather wandering as a zombie in vengeance of no good reason
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