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Reign Omega
T.H.I.R.D R.O.C.K
1322
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Posted - 2015.03.19 01:35:00 -
[1] - Quote
Couldn't it be possible to lessen the hp/sec for passive reps, and reimplement active reps for shorter controlled bursts of reps? Similar to the dropsuit repair modules vs the repair tool. I just wish there was some sort of mindfulness to be had for vehicles, but also a way to balance between the new style and the old one...
Mark a$$ tricks, and bags of dicks....
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Sir Dukey
G0DS AM0NG MEN General Tso's Alliance
1942
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Posted - 2015.03.19 01:39:00 -
[2] - Quote
Reign Omega wrote:Couldn't it be possible to lessen the hp/sec for passive reps, and reimplement active reps for shorter controlled bursts of reps? Similar to the dropsuit repair modules vs the repair tool. I just wish there was some sort of mindfulness to be had for vehicles, but also a way to balance between the new style and the old one...
Yes Yes, right after we balance and buff shields and nerf Armor Hardeners.
"Skill for thee but no skill for me" so is the saying of the swarm infantry.
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Dovallis Martan JenusKoll
Osmon Surveillance Caldari State
1159
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Posted - 2015.03.19 01:43:00 -
[3] - Quote
Sir Dukey wrote:Reign Omega wrote:Couldn't it be possible to lessen the hp/sec for passive reps, and reimplement active reps for shorter controlled bursts of reps? Similar to the dropsuit repair modules vs the repair tool. I just wish there was some sort of mindfulness to be had for vehicles, but also a way to balance between the new style and the old one... Yes Yes, right after we balance and buff shields and nerf Armor Hardeners.
Shields already had their buff and shine. The last few months, remember? Armor was a deathtrap while shields were considered excellent?
At least this time around shields aren't a deathtrap.
http://youtu.be/dtXupQg77SU
Dust to Dust
Remember the dream you had before the day you were born.
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
17752
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Posted - 2015.03.19 01:47:00 -
[4] - Quote
Reign Omega wrote:Couldn't it be possible to lessen the hp/sec for passive reps, and reimplement active reps for shorter controlled bursts of reps? Similar to the dropsuit repair modules vs the repair tool. I just wish there was some sort of mindfulness to be had for vehicles, but also a way to balance between the new style and the old one...
Actually a good point of contention.
I personally don't think that the repair per second armour values are unreasonable. What is unreasonable is that they are passive and constant rather than short duration with long durations between activation.
Currently the complex armour repairer has a constant passive repair per second value of 167.5
110 + 27.5 [Armour Repair V] + 30 [Native Repairs] = 167.5
(137.5 *2) + 30 [as is usually the case of Armour HAV now] = 305
That's not an unreasonable value alone for equipping two modules.....yet when a tank is eternally pumping out 305 rep sec with no down time it does become an issue.
Take the old Heavy Efficient Armour Repairer that operated on a pulse cycle.
414 armour repaired every 3 seconds on a timer of 15 seconds for a total of 5 pulses and a total of 2070 armour repaired.
The per second value of these modules is 138 rep/sec.
138 rep/sec for a duration of 15 seconds does not sound unreasonable for a single module does it? If armour Repairers were active modules you could keep the current repair values with directly are attributed to HAV durability but only have that durability last a short duration.
Raphael: I'm warning you. Do not leave me here. I will find you.
Castiel: Maybe one day. Today you're my little bitch
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Derpty Derp
Dead Man's Game
922
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Posted - 2015.03.19 04:03:00 -
[5] - Quote
Nerf reps while hardener up... Then we'll see less stacking because without the hardener it isn't that good.
Putting in a module for a burst of reps, will just leave us in the same place we are now, only people will activate 1 extra mod. |
LUGMOS
Corrosive Synergy
2856
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Posted - 2015.03.19 04:11:00 -
[6] - Quote
Derpty Derp wrote:Nerf reps while hardener up... Then we'll see less stacking because without the hardener it isn't that good.
Putting in a module for a burst of reps, will just leave us in the same place we are now, only people will activate 1 extra mod. Except... There's a downtime. That is a HUGE change.
Plasma Cannon :3
Anti-FoTM Prof. V
Forum Scavenger Prof. V
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Derpty Derp
Dead Man's Game
925
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Posted - 2015.03.19 04:40:00 -
[7] - Quote
LUGMOS wrote:Derpty Derp wrote:Nerf reps while hardener up... Then we'll see less stacking because without the hardener it isn't that good.
Putting in a module for a burst of reps, will just leave us in the same place we are now, only people will activate 1 extra mod. Except... There's a downtime. That is a HUGE change.
Hardener has a downtime... The reps aren't good enough without the hardener (as proven by my railgun.) |
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