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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.22 01:24:00 -
[1] - Quote
Sir Dukey wrote:Make the Armor Reps Active.
Boom. Fixed. How hard was that.
200 reps per sec for 15 sec basic 250 ADV 300 PRO.
200 is a little much.
Think staggered Repair Pulses since the numbers we have now for Armour Repairers are actually very fair for an active modules.
137.5 per second on the Complex Heavy Armour Repairer. [Passive]
414 per pulse [every 3 seconds] for a total duration of 15 seconds [unmodified] = 138 Armour Repair Per Second = 2070 total armour repaired over 15 seconds.
Worth noting the with the modified Core Module Skills that active duration of the Heavy Armour Repair extends from 15 seconds to 18.75 seconds allowing for one additional pulse of the module which = 2484 total armour repaired over 18 seconds.
"Crush all who complain!"
- Arkena Wyrnspire
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.22 01:25:00 -
[2] - Quote
Scheneighnay McBob wrote:Isn't your character old enough to remember when that was the case, and it didn't work?
I believe this was primary because armour hardeners were bugged. However back when this was the primary mode of Armour repairs HAV were not considered incredibly OP due to their being windows of opportunity to strike at them when repairs were down.
"Crush all who complain!"
- Arkena Wyrnspire
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.22 01:39:00 -
[3] - Quote
KEROSIINI-TERO wrote:True Adamance wrote:Scheneighnay McBob wrote:Isn't your character old enough to remember when that was the case, and it didn't work? I believe this was primary because armour repairers were bugged. However back when this was the primary mode of Armour repairs HAV were not considered incredibly OP due to their being windows of opportunity to strike at them when repairs were down. Agreed, there was no problem in reps being active themselves. It was the initial -60% damage reduction initially... =P which was not a bug.
They pulsed every second or something like that with full effect or am I wrong in thinking?
"Crush all who complain!"
- Arkena Wyrnspire
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.22 03:39:00 -
[4] - Quote
Sir Dukey wrote:Optimus Last Prime wrote:That would just be too O.P. Like the tanks we have right now repping 200 armor per sec forever?
Again repping for values over 200 per second is not the root of the issue, its that the modules are constant and do not require management.
"Crush all who complain!"
- Arkena Wyrnspire
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True Adamance
Praetoriani Classiarii Templares Praetoria Imperialis Excubitoris
19
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Posted - 2015.05.23 22:53:00 -
[5] - Quote
Doc DDD wrote:it's hardly an I WIN button, more of an ' i can get out of the redline for 30 seconds without having to restock 1.3 million isk worth of tanks '. Like I said, nerfing armor tanks ( reps or hardeners ) would allow 2 swarmers to destroy every vehicle before they get out of the redline. Shield tanks already need 3 or 4 hardeners just to get out of the redline for 10 seconds before diving back in. Hardeners are literally the only thing allowing vehicles to get out of the redline. It's not nerfing hardeners at all. It's merely ensuring the function in a more representative manner of the New Eden Armour while allowing Shield HAV a certain degree of functionality.
Active Armour Repairers are the only way to ensure that any semblance of skill is returned to HAV combat. However given that Armour HAV would function in this manner I stand by need to bring back 180mm armour plates as well.
"Crush all who complain!"
- Arkena Wyrnspire
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