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Thread Statistics | Show CCP posts - 6 post(s) |
CeeJ Mantis
Mantodea MC
55
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Posted - 2014.10.22 04:31:00 -
[1] - Quote
For now, I will say this. As a Gal Scout/Commando who moonlights as a Galentinel on occasion, I am very much so in favor of native regen as a whole, ESPECIALLY on suits with no low slots, but as an armor tanker, the native values won't change how I do my fittings. I use 2 reps for commando and sentinel as this allows me to treat my entire HP pool like it is shields as my armor completely repairs at around the same time as my shields do. This means my entire HP pool can effectively be used to absorb damage because if I am down to only 10 HP, I am back to full in 30 seconds. I'll likely still do the same thing afterwards. Granted I ONLY use complex repairers, and this might help lower level suits to feel the benefits of good regen amounts without the need for massive SP investment for better fitting numbers.
On shield suits, if their armor doesn't repair quickly enough, then they are often fighting at less than 100% efficiency. At the rates described it would still take over a minute to regain that missing HP, and while having a regulator or mobility mod might sound nice, it still means that until your armor is back, you are fighting at a disadvantage. This means ideally that you must never let your shield tank break, so if it does you have enough to stay alive, but this still means that your primary strategy is to fight using only a portion of your HP. Caldari standard tier commandos and sentinels will rejoice to have something, but adv and proto might prefer to continue using armor reps, or replace with an armor plate so they can protect their more expensive investment.
Mostly glad to see the the regen of gal heavy suits go up from 1. 1 is essentially irrelevant as a gal racial bonus as is doesn't effect your fitting in any way. Not for an armor tanking suit with that high of an HP value. I'd also say that the Gal scout suit being changed from 3 to 2 might be too much. It means that your suits only trait it has better than any other suits (other suits have better stamina/regen, shield recharge rate/delay, bonus armor, bonus speed, and/or fitting) is 0.5 better than the next competitor. Not enough to effect my decision of whether or not to pick that suit over others. 0.5 for the Cal scout is also bad because it means that it's base 70 armor takes 2 min and 20 seconds to regenerate 2 min and 54 seconds if you have the armor skill. Technically better than nothing, but not by enough to make me wanna get rid of a reactive plate. A complex one now regens 153 armor you have (with max skills) in 51 seconds, including the 66 extra HP it gives you. I suggest for scouts the following: 1 Cal, 1.5 Amarr, 2 Min, 3 Gal. Enough for Cals to regen their base hp in 70- 87 seconds, and enough of a gap for us Gals to feel like this is a relevant suit bonus over the competition and possibly effect your fitting as a unique bonus should.
TLDR: I think this is an overall good idea, but I think the numbers might need to be looked into again.
Longest plasma cannon kill: 236.45m
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CeeJ Mantis
Mantodea MC
56
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Posted - 2014.10.22 18:51:00 -
[2] - Quote
So, I have been thinking. We want Gallente to be the kings of armor rep, and we want to avoid feeling like you have to have a repairer fitted in your low slot at all times. I think this current suggestion isn't going to change what people fit on their suits that much, and these new numbers don't exactly make the gallente the rep champions when they are 0.5 better than the minmatar. People also say that armor repairers are too good, and I basically agree... for proto only. Perhaps a rep rebalance is in order, and perhaps to make this a better system (math wise you are almost always better off having 1 complex rep over a regulator) we should nerf repairers overall, but give gallente suits higher native regen. For instance:
Basic: 4hp/s (5 with max skills) Enhanced: 5hp/s (6.25 with max skills) Complex: 6HP/s (7.5 with max skills)
This smooths out armor repairs as currently the proto is 3x more than the basic and gives so much HP that even if you have some rep built in, it is almost too good to not have one. This buffs the basic tier one so that it isn't obsoleted once you skill into repairers more, and the proto is toned down so it isn't so attractive a choice to make it perfect.
If you then gives gallente suits a slightly higher base amount, than this will be significant enough to make a difference in rep times. Perhaps a value of 4 across all Gal suits (3 for scout), 2 for all min/amarr and1.5 for all Cal. The math works out to Gals having similar rep amounts with complex reps that they have now (1.125 better with 1 rep than now, and 0.5 less than they have now with 2 reps with max skils). It might encourage Gals to use reactive/ferroscale plates instead of heavy plates/ rep as they can get good regen totals out of a few reactive/ferroscale plates, but have more speed to close in and use close range weapons. These are just rough figures maybe commandos need more rep as that's the way they seem to be heading, and maybe basic tier cal heavies need more because they have no low slots.
It won't fix everything, (Normal plates give WAY too much hp. Over twice that of shield extenders of the same tier. Perhaps a 65, 85, 105 would be better), but it should make things less extreme and give people who want high HP incentive to use logis/ carry nanohives, or choose gallente suits. It's also hopefully enough rep to make people consider using not using armor mods on their caldari suits. It also means that low level suits might be able to to better by using more HP to stand up max skill proto suits since using 1 of their few slots for repair is much more significant.
Longest plasma cannon kill: 236.45m
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CeeJ Mantis
Mantodea MC
57
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Posted - 2014.10.23 16:01:00 -
[3] - Quote
With the new rep amounts, Gallente suits seems kinda worthless. I get to rep 30HP/minute more than an amarr, and that's functionally insignificant. Also, I don't think I can use reactive plates on my Gal scouts anymore with these numbers. Havin 9 rep with 2 reactive plates let me put 4 ewaar mods on and still have decent turn around. 7.5 rep is just nowhere near as good as 10.875 rep. It's just better to stack plates and a rep at this point, but I'll have to downgrade my cloak field/nanite injector to fit a plate and a rep. And my commandos have more rep... but not even significantly more more than the nearest competator. You puts at least one repairer on a commando anyway, so as you put them on, that 0.5/sec supremacy is functionally insignificant. Honestly I picked the gallente commando for the PLC, but proto caldari commandos hit harder with plasma weapons and have the same total HP regen. I kinda don't see a point now.
As someone who uses Gal suits, I liked my regen/ Now, I don't see a point to picking one, and definately wouldn't recommend it to someone new. Perhaps if we had 1.5 reps more than the competition, it'd be nice, but now the amarr have more HP and stamina, caldari have WAY better shield recharge/delay numbers for the same base HP, and the min have speed, insane stamina regen, better hack speed. I get 15hp every 30 seconds better rep. This MIGHT shave me as much as 2 seconds on repair times over an amarr with identical slot layout... partly because he has more HP than me. Sorry to sounds whiney, but I feel that I don't actually get much benefit with gallente suits, and since this change effects my scout fittings so much, I might not use them anymore. Not worth it.
Longest plasma cannon kill: 236.45m
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