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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2012.11.27 08:39:00 -
[1] - Quote
Spitfighter DC wrote:Jotun Hiem wrote:Piercing Serenity wrote:* Now, maybe a heavy recovering its health in 12 seconds is too fast for some. ThatGÇÖs fine. We can double the time by cutting the repair rate in half. It would take 23 seconds for a militia heavy to restore health at a rate of 1% total armor/sec. The balance is much better between the two suits, in my opinion.
Actually, it would take one hundred seconds for a heavy to fully replenish his armor at the rate of 1% per second. And if the prototype repair module still restored armor at it's rate of 5% per second, then it would take twenty seconds for any suit to fully recover armor. That said, I wouldn't mind having armor repair modules recover health based on percentage. It would make armor repair modules a whole lot more attractive to Heavies and make armor tanking a tad more viable. This should not happen. In no way would it be fair to another drop suite to have an equal rate of repair as a heavy. The whole point is that heavies have a lot more armor to survive. They take a lot longer to kill and take a lot longer to repair. With this method, we mig as well make weapons do a percentage of damage too. I am an armor using logi and I know it takes a while to repair my armor, but that goes with the territory of using armor. However, I do think armor should have a stronger resistance to weapons fire than shields, but be weaker to heat damage like laser rifles. Also, I do think that the repair rate of the armor repair modules is way under a realistic amount. It needs to be closer to Basic = 5, extended = 10, and complex = 20 doubling with each next level of the module because engineers found a way to compress the nanites in the modules used to repair the drop suite (RP). Yes the repair rates are too low and need to be increased, but don't make them percentages otherwise you're telling me nannies work faster on a heavy with more armor than an assault with less.
i pleaded this over and over and over again.... i even have a thread to dig up somewhere. The idea of using percentage isnt bad in itself but it would be way more simple to just change the value of the current armor reps.
Now, basic value of those isnt the sole problem. The skill linked to armor repping is also pathetic and fully useless for infantry. 5% raise of HP repair rate per level barely allows you to reach 6 HP\sec with a complex and LVL 5.
That said, the boost needed isnt that big. You guys shouldnt forget that armor reppers will rep whatever happends. When shield have a cooldown after being shot before they actually regen. This difference justifies the higher rate of regen of the shield. Also it's energy based vs nanites rebuilding armor so it makes sense.
In my opinion, one armor repping module shouldnt give more than 15Hp repair per sec. Or you'd risk to see some very frustrating things.
My suggestion would be :
Basic repper : 3 HP Advanced repper : 5 HP Complex repper : 10 HP
And the skills associated should go from +5% per level to +1 HP/sec per level. But, as this skill is also linked to vehicle armor repairer, it would then make this skills useless to those big reppers. So if CCP could find a way to combine those effects, it would be perfect. Or just make the skill do both and deal with the basic values again :
Basic repper : 2Hp Advanced Repper : 4 Hp Complex Repper : 8 Hp
Skill : + 1 HP/sec and +5% HP overall regen rate per level
Wich would give us :
Level 1 : basic repper 2 HP + 1 bonus HP + 5% bonus => (2+1) + (2+1) * 0.05 = 3.15 => 3 HP/sec Level 2 : basic repper 2 HP + 2 bonus HP + 10 % bonus => (2+2) + (2+2) *0.10 => 4.4 => 4 HP/ sec Level 3 : (let's strip the math) Basic repper => 6 HP regen rate. Advanced repper => 8 HP/sec Level 4 : Basic => 7 HP per sec Advanced => 10 HP/sec Level 5 : Basic => 9 HP Advanced => 11HP/sec Complex => 15 HP/sec
Let's consider a 20 seconds cycle in game. Dude with armor rep would restore with one complex : 300 HP Dude with a standard shield regen rate would restore : 5 seconds delay to start regen then 15 seconds at 25 HP per pulse => 500 HP.
Shield keeps the lead in regen potential. And it can be enhanced through modules. But it would raise armor back to a decent level.
Thoughts ?
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Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
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Posted - 2012.11.27 10:42:00 -
[2] - Quote
Garrett Blacknova wrote:Here's my response to the GD version of this thread: Garrett Blacknova wrote:That would either make armour reppers horrible underpowered for EVERYONE, or would make Heavies OP instead of balanced like they will be when Logis are rewarded fairly for repping you.
Problem is the "hotfix" that's holding back many Logi players from using Repair Tools. No WP at all means very few Logi players running as healers, which in turn means you're relying on your Armour Repairers ALL the time, instead of just as a stopgap measure while your Logi gets around to patching you up.
and what's your take on my suggestion to enhance slightly armor reppers ? |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.27 11:27:00 -
[3] - Quote
Yeah i guess it would kinda kill the armor rep role for logis. But i still find odd that shield guys can just rely on themselves and armor dudes need support.
i agree with the buff to armor plates. Percentage idea, not so much honestly. |
Laurent Cazaderon
Villore Sec Ops Gallente Federation
1155
|
Posted - 2012.11.27 11:39:00 -
[4] - Quote
Garrett Blacknova wrote:Laurent Cazaderon wrote:i agree with the buff to armor plates. Percentage idea, not so much honestly. I'm not entirely sure about it myself. They definitely need a buff, and that would be a way to buff them that can be logically explained as well as adjusting balance without as much OP-ness as the suggestion of a percentage-based repair suggestion. Still has similar drawbacks, but I don't think they'd be as bad. I'm leaning towards saying a flat numeric buff ot armour plates is a better idea, but I can't place a clear reason WHY that seems better. What's your specific reasoning behind saying no to it?
Dunno. bit of feeling like you. Percentage would risk to buff A LOT heavies or end up being useless to classic infantry. Also, there's the T1/T2 deal with different base armor HP. If it could in a way help with using very specialised fittings for those two profile of suits, it wouldnt be fair if shield extenders were to remain flat HP based and not percentages based themselves.
In the end, i'd say that a simple HP increase is just way simpler. |
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