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Atiim
12728
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Posted - 2014.10.05 00:58:00 -
[1] - Quote
If you don't enjoy reading, then I suggest skipping to the TL;DR.
Currently, the only thing required to be successful with a Repair Tools is latch onto an Armor Tanker and hold on for dear life. This doesn't require much thought or user input, and makes things monotonous for those using them. Along with that, Repair Tools favor those with higher HP/s, which makes them inferior to the Focused variants.
To solve these issues, I suggest giving them a Capacitor and adjusting their HP/s accordingly. This way, those wielding a Repair Tool would have to decide when or where to use one, but still being effective.
Here's an example of what their stats would be:
Quote:Normal Repair Tool
- Uptime: 25s
- Downtime: 35s
- Armor Repair Rate: 80HP/s
This would be the general purpose Repair Tool. It's HP/s seems a bit much, but it can only restore a total of 6000HP before it needs to recharge, which is enough to heal an entire squad before needing to recharge Flux Repair Tool
- Uptime: 15s
- Downtime: 25s
- Armor Repair Rate: 60HP/s
Along with being the long range Repair Tool, it would also have an emphasis on going in an out of engagements quickly. Though with only 2400HP before depletion, using it for squad support isn't recommended. Focused Repair Tool
- Uptime: 3s
- Downtime: 30s
- Armor Repair Rate: 215HP/s
This would be the extreme alpha, low duration Repair Tool. It's able to yield incredible amounts of health, but only in short bursts; thus making it ideal for solo play and in situations where you need someone healed quickly. These numbers aren't definitive, but are simply placeholders to show what their purposes would be under my idea. With that in mind, what do you think the stats should be?
TL;DR
The 1st Matari Commando
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Atiim
12748
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Posted - 2014.10.05 15:46:00 -
[2] - Quote
There seems to be many misconceptions with this thread. I don't see how this is a nerf. Considering how it allows you to heal your targets even faster, I'd actually consider it a buff.
As for a cooldown mechanic, I also fail to see how it would be a problem as you have complete control over when it cools down, and can even use it while it's in it's down state (just like the Cloak Field). You'll still be able to repair others in firefights, as 60s, 40s, and 33s is more than enough time to give triage while in a firefight.
The 1st Matari Commando
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Atiim
12762
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Posted - 2014.10.06 00:19:00 -
[3] - Quote
Not Jadek Menaheim wrote:@Atiim I would be more on board with not removing the ability to repair, just instead lower repair rates across the board and an implement these uber charge numbers you're discussing. Would also be nice to see the return of the healing animation to know when your logi is giving you uber charge. Even during it's "downtime", you'd still be able to repair people, but once you stop repairing that person, you have to wait until it's downtime is over, just like how with cloaks you can still use it during it's downtime, but once you uncloak you have to wait until it finishes recharging.
But yes, I'd also love for the repair animation to return.
The 1st Matari Commando
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Atiim
12791
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Posted - 2014.10.06 17:54:00 -
[4] - Quote
Billy Jr wrote:Atiim wrote:Not Jadek Menaheim wrote:@Atiim I would be more on board with not removing the ability to repair, just instead lower repair rates across the board and an implement these uber charge numbers you're discussing. Would also be nice to see the return of the healing animation to know when your logi is giving you uber charge. Even during it's "downtime", you'd still be able to repair people, but once you stop repairing that person, you have to wait until it's downtime is over, just like how with cloaks you can still use it during it's downtime, but once you uncloak you have to wait until it finishes recharging. But yes, I'd also love for the repair animation to return. So I could have a 215 HP/S rep tool as long as I don't lose my lock without taking into account the MinLogi bonus? That won't cause an uproar at all. That 215HP/s would be balanced by having a capacitor. Sure you can repair people at an insane rate, but only for a very short period of time.
The 1st Matari Commando
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Atiim
12891
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Posted - 2014.10.11 18:10:00 -
[5] - Quote
How so?
You'll still be able to heal everyone before the capacitor runs dry, and even if it does you'll still be able to continue healing until it reaches 0.
The 1st Matari Commando
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Atiim
12903
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Posted - 2014.10.12 00:21:00 -
[6] - Quote
Terry Webber wrote:Will the repair tool recharge before the timer runs out and still be usable? If that's true then I might get behind the idea. Stating this might also alleviate any misconceptions people are having. Have you ever used a Cloak Field?
It's hard for me to explain verbally, but just think of the recharge mechanic that way.
The 1st Matari Commando
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Atiim
12944
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Posted - 2014.10.14 18:45:00 -
[7] - Quote
You clearly don't play EVE: Online, and that's a poor justification either way.
The 1st Matari Commando
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Atiim
12944
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Posted - 2014.10.14 23:11:00 -
[8] - Quote
Jack 3enimble wrote:Shield reptool to bypass the recharge delay for that other sentinel, you know the shield based Caldari?
Wish there was a reptool for my suit... That sounds like a Handheld Shield Booster
The 1st Matari Commando
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Atiim
13111
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Posted - 2014.10.21 20:52:00 -
[9] - Quote
Cross Atu wrote:Jack 3enimble wrote:Shield reptool to bypass the recharge delay for that other sentinel, you know the shield based Caldari?
Wish there was a reptool for my suit... I'm working on something like that. In fact having an infantry shield transporter is very high on my 'wishlist'. (I just hope it's doable) Cheers, Cross How about for Uprising 1.9?
The 1st Matari Commando
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Atiim
13135
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Posted - 2014.10.22 11:48:00 -
[10] - Quote
el OPERATOR wrote:Hm...
Atiim, sorry bro but I'm a no on this one, as the game is and as proposed.
BUT, I could be sold on it IF the numbers were adjusted a bit (yes. Longer beamtimes w/shorter cooldowns) AND if there was a separate mechanic for locking on, then initiating reps. So long as the mechanic works as it does currently, aim-lock-rep basically in one motion I think that in tight quarters under fire the repper would go into cooldown too quickly since the beam jumps to targets on its own. The numbers are just placeholders to show how they would function, I wouldn't mind adjusting them. As for sepereate mechanics for locking, I'd say:
*Tapping R1 stays locked until R1 is double tapped *After tapping R1, hold R1 to intiate repair, or Tap & Hold R1 to automatically begin repair
We could do the same thing with L1 in the case of dual-beam repair Tools. Though you'll still be able to repair people, even if it went into cooldown.
The 1st Matari Commando
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