True Adamance wrote:Pokey Dravon wrote:Spkr4theDead wrote:
If we get active reps and AV is kept as is, then both hulls will be relegated to staying in the redline and sniping infantry.
I love how you can make that assertion without any knowledge of the stats of said active reps. You have no idea idea how much HP they would rep per second, how long they last, or how fast they cool down, so how can you possibly know how they will perform against AV when you lack all of the critical data needed to understand how well they perform?
You yourself scream constantly "EVERYTHING WAS BETTER IN CHROME!" where active modules were the primary means of HP regeneration. I'm sure you'll counter with "BUT AV IS SO MUCH STRONGER NOW!" *shrugs* sure, but again you have no idea what the stats of potentially new active modules are, so they would be need to be stronger than they were in Chrome as well.
So which is it? Do you want the system to work like chrome with active modules, or keep what we have now? You can't seem to make up your mind, so pick one or the other and stick with it.
More to the point I don't see how. You would essentially have the same rep/sec value per module in the case of armour tanks, however only for as long as the module itself lasts.
Well that's sort of what I was going for with a change to Shield Boosters. They have a slightly higher HP/minute than Armor repairers, don't rep constantly but can access the regeneration in large chunks on demand. Kind of like I expressed to Breakin via Skype, even if we don't get rid of these damned passive armor reps, we can at the least make shields more viable in terms of repping power through boosters
The general idea is basically this:
Armor has a slow natural regen (30HP/s) that can't be interrupted
Shield has a high natural regen (166HP/s) that can be interrupted
Armor Repariers provide moderate HP/minute regen that can't be interrupted.
Shield Booster provide a higher HP/minute regeneration that doesn't run constantly, but can be accessed on demand in large chunks.
It's more efficient because armor repairers essentially 'waste' HP regen when they're at full armor and not being shot at...Shield boosters on the other hand can access that regeneration when they need it meaning they will typically get better performance and efficiency over repairers.
It requires more skill and planning to pilot a shield vehicle under those conditions but unfortunately until we get proper active armor repairers, it's just going be easier to pilot armor due to fewer modules to manage. At the very least revamping the shield booster is far more viable as a short term fix since it doesnt require any large changes to code, simply updating the cooldown and HP bonus values.