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Thread Statistics | Show CCP posts - 6 post(s) |
Arkena Wyrnspire
Fatal Absolution
18374
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Posted - 2014.10.23 13:52:00 -
[1] - Quote
Innate reps will never be as effective as modular reps and they never should be.
I see no problem with having the least armour oriented race not having much regen. Not even the Gallente have noticeable innate rep rates.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Arkena Wyrnspire
Fatal Absolution
18414
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Posted - 2014.10.24 11:56:00 -
[2] - Quote
I feel the Gallente advantage in native reps should be more pronounced.
Here's why:
Each race has a notable advantage across all of their suits. Amarr - Have higher base armour (not counting the large stamina pool because that's paid for with the speed trade-off) Caldari - Have much higher shield regeneration rates and lower shield regeneration delays Minmatar - Have higher base speed and exceptional stamina recovery rates (admittedly less significant given their HP tradeoff. I'm going to quite confidently guess that the Minmatar suits are statistically less used, though)
Gallente - Have... 0.5 HP/s advantage over the Amarr/Minmatar? 1 HP/s over the Caldari?
For comparison, the Caldari regeneration advantage is much more significant. The gap is as wide as 20 HP/s in places and is never less than 10 HP/s, and typically they also have a few seconds shaved off the regen time.
The Amarr armour HP advantage ranges from 40 to 75 HP. For the Gallente native repair to overcome this advantage would take 80-150 seconds - that is to say, a long time.
0.5-1 HP/s advantage does not compare to these.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Arkena Wyrnspire
Fatal Absolution
18462
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Posted - 2014.10.26 16:48:00 -
[3] - Quote
Killer's Coys wrote:I had You are increasing the armor repair. Let's do the same thing, but with shield, don't we ?
Because at the moment (without this change) Galassault Gk.0 with 3 armor repair is getting ~30.5HP/s armor Calassault Ck.0 with 1 energizers, 2 regu (same number of slots) is getting ~50HP/s shield regen + 2,3sec shield regulator
BUT - Armor tankers can have more and more armor (for example : ~700HP armor against 530 shield to have the same slots)
No, they can't.
Under your fits: With an energizer fitted on a Calassault Ck.0 you can attain 614 shields with extenders. With three armour repairers fitted on a Galassault Gk.0 you can attain maximum 640 armour, though nobody actually runs this fit because it takes up 3/4 of the powergrid.
Quote: - Armor is the second part of life (there are first the shield)
This... is not a disadvantage?
Quote: - A flux and the shield is gone
A locus and the armour tanker is dead. Yes, a flux will wreck your shields. It will not, however, kill you.
This proposal is almost entirely a buff to shield tankers. 1 or 2 HP/s is utterly negligible to anyone fitting three reps. It will, however, remove the need to fit a reactive or rep on a shield tanking suit, freeing up a slot for the impressive array of utility modules available to shield tankers.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Arkena Wyrnspire
Fatal Absolution
18470
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Posted - 2014.10.26 20:40:00 -
[4] - Quote
Killer's Coys wrote: Actually, I'm speaking about basic assault
And, with the passive armor repair, I'll be able to fit a shield regulator, but just 1... So I'll be getting 3sec shield recharge delay (and 3.95 for dep.) The problem (for ME) is that when you are in a fight against a Gallente (with amor repair for example) if you hide for short time (~3/4 sec) Caldari isn't getting back her shield, but Gallente will get +60HP That's.
Alright, let's talk about these numbers.
For the Gallente assault to get +60 HP in those 3 seconds, they're going to be using 2 complex modules. Let's do a comparison.
The Caldari assault is using a regulator + recharger. The Gallente assault is using two repairers. At the basic level, the Caldari assault will also be able to fit two shield extenders in its highs.
The Caldari assault gets 45 HP/s with a 3s shield delay. The Gallente assault gets 20 HP/s with no delay. With their slot layouts, the Caldari assault can fit two extenders and the Gallente assault can fit one plate, after the other slots are filled.
This leaves the Caldari assault with 490 shields and the Gallente assault with 492 armour HP. This is pretty much equal. The Gallente assault has a movement penalty, though.
Let's look at the regeneration rates. After 3 seconds, the Gallente assault has regenerated 62 HP. At that point the Caldari's shield regen kicks in. After another three seconds the Caldari regen overtakes the Gallente regen, at 135 HP regenerated vs 125 HP. The gap keeps getting wider after that point.
So as you can see, the shield regeneration far outpaces the armour repair rate. It would do so even without the regulator and even with the depleted recharge.
In the immediate short term, the Gallente assault will have a slight advantage. That's how armour works - as a brawler that doesn't get the chance to back off for extended periods. In every other term, however, the Caldari shield regeneration is far superior to the Gallente armour repair rate.
Quote: So conclusion : passive shield recharge delay is to long for me... (for minma and calda assaults) A racial suit bonus ? Or like the Calda heavies ?
I'm for the second. Why don't have assaults the same thing as the heavies ? When you have lost ALL your shield, the delay is just 1sec (or 2, but not 6) And the normal delay (when shield isn't totaly gone) stay the same.
If it's too long, then chances are you're using the wrong tanking style. Shields have a short delay, but once they start going they regenerate very, very quickly. Armour has no delay but the regeneration rate is far outpaced by shields.
Given that the shield regeneration rates are obviously already well ahead of armour regeneration rates, I don't see the need to buff them further.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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Arkena Wyrnspire
Fatal Absolution
18476
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Posted - 2014.10.27 08:59:00 -
[5] - Quote
Nope, plasma cannon takes 0 PG.
You have long since made your choice. What you make now is a mistake.
GM Scotsman is my hero.
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