Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2012.06.30 22:41:00 -
[1] - Quote
Currently, the remote repair modules need a lot of love.
- The remote shield transfer modules' HP/S stats are kind of messed up right now. All of them except the standard 'Shield transporter I' have 80 hp/s but differing PG/CPU requirements. Armor RR modules do not suffer from this, they seem okay in numbers.
- Remote shield booster (S) seems to be a test module, the only RR for infantry shields available but has 0 PG/CPU. The range is also much too far, at 100m or so. But there needs to be more of these. Currently the LAV's built in booster and this module are the only ways to repair infantry from a vehicle. Ideally, these would rep the same HP per second as a logistics repair tool, with a greater range but the cooldown should be very long. A logistics suit should be better at this task than a vehicle when it comes to infantry. Infantry should rep infantry best, and vehicles should rep vehicles better.
- Shield transfers still do not seem to give points.
- The awkward camera controls on the LAV and dropship make it an absolute nightmare to use these modules. Coupled with the terrible range, the only vehicle these are even remotely viable to use on are tanks, used to support other tanks because of their 'free aiming' camera and generally slow speed.
- The base range of these modules should be larger. My estimates put them at about 15m now. Bumping them up to 25/30m will make them a lot better. Logistics LAV and Dropship variants should naturally raise this to 50m. Possibly with the logistics dropship gaining additional 5m range for every level of racial dropship skill.
- The cooldown that LOS lock breaking is completely unforgiving . Even if trying to adjust your camera your lock can break. It doesn't matter if you had literally just turned the module on for 2 of the 30 pulses, you need to wait the entire cooldown. The cooldown should count back up at a rate depending on how many pulses you use. If you only had the module on for 2% of its cycle you should only have to wait for 2% of its cooldown.
One thing that I would absolutely love to see is vehicle module activation being remapped to the square button since they do not need to reload, and R1 being changed to a 'camera modifier' that allows someone to free look around the field. This is not really needed for tanks, but I feel it is a must with Dropships and LAV. A dropship in 'free aim' mode would be giving up its ability to turn and pitch for his gunners and to maneuver, in exchange for the ability to actually keep LOS on a vehicle they are repairing/supporting. An LAV providing this role would lose their ability to be completely aware of where they are going, and possibly crash/die.
These modules are awesome, but currently are an utter nightmare to use on anything other than a tank fixing another tank. You simply can't keep the other vehicle in range or LOS when they are moving. Bad range combined with awkward cameras are a serious turn-off when trying to use these. Let's make logistics vehicles awesome, CCP :) |
Nova Knife
Seituoda Taskforce Command Caldari State
789
|
Posted - 2012.07.01 04:18:00 -
[2] - Quote
Another thought.
In eve, remote repair modules take up the same slots as weapons. Generally, you need to sacrifice a weapon slot to fit these modules on most ships. What if the remote repair modules were actual turrets, instead of highslots? They would make the logistics role much more defined in its niche. You get support, but you sacrifice offense to do it. A dropship could replace one of both of its gunners with a repair turret, making it more vulnerable and defenseless but creating a great force multiplier for the team, with far easier aiming and handling of the modules than with the current nightmareish camera woes. Less base changes to the game, better effect. |