|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |

Sgt Kirk
Fatal Absolution
9352
 |
Posted - 2015.01.27 18:25:00 -
[1] - Quote
>Wants to make vehicles with "waves of opportunity" >Turns Armor Repairs into passive boosters
loLogic.
When the vehicle pass comes, hopefully in the next update, can we have Armor Repair modules that behaved how they used to?
It was much more fitting to this whole "wave of opportunity" crap is which I don't see how that was allowing a wave in anyway.
Active Armor Repair Modules allowed for Armor tankers to get in an area, take a massive amount of damage while dealing it out, and try to retreat to an area where we didn't take as much damage. This is proper vehicle gameplay and even better, the proper Gallente fighting style.
Hopefully with the next vehicle pass we can see a rejuvenation of current modules while bringing back some of the older ones that brought vehicle diversity (e.g. Passive Resistances plates/enhancers repair modules, turret upgrades) but also the addition of both Passive Repair Modules and Active Repair Modules.
If we were to have it our way the Gallente HAVs would get a massive reduction to the hopefully massive CPU/PG intensive Active Repair modules or something that discourages Gallente active repping as a main defense on other tanks.
Passive Repairs should still be in the game but should be revalued as far as HP/s goes with Heavy and Light Passive reps.
Heavy Passive Repair Modules should hit somewhere in the ballpark of 75/100/125
Light Passive Repair modules should be somewhere around 30/60/90, both of these in tier progression of course.
~And that's about it, off to work.
Vote 'Keshava' for the new Gallente HAV name!
~Democracy will win!
|

Sgt Kirk
Fatal Absolution
9352
 |
Posted - 2015.01.27 18:40:00 -
[2] - Quote
Cat Merc wrote:Old tanks worked much better for the waves of opportunity thing.
I remember that once they activated their modules, they could take a ridiculous amount of beating (Assuming a very high SP tanker), but once they were down, they popped like balloons. Multi million ISK balloons, but still balloons. Very much so Alaxandre.
I forgot what the old HP/s values were on the Active Reps and if anybody knows or has an idea could they post it here.
Vote 'Keshava' for the new Gallente HAV name!
~Democracy will win!
|

Sgt Kirk
Fatal Absolution
9354
 |
Posted - 2015.01.27 19:29:00 -
[3] - Quote
There are some things I understand at least why they tried to change them.
The shield booster and armor reppers is not among one of them.
It seems like they were changing things just for the **** of it.
Vote 'Keshava' for the new Gallente HAV name!
~Democracy will win!
|
|
|
|