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Cat Merc
BetaMax. CRONOS.
936
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Posted - 2013.05.08 13:04:00 -
[1] - Quote
1. Reduce shield extender HP bonus from 22/33/66 to 22/33/44. 2. Remove passive reps. 3. Introduce a module that does: Repair 30hp/s for 8 seconds, repairing in total 240hp. Has then a cool down of 30 seconds.
If you activate two at the same time, the second module has a 30% efficiency decrease, and both modules will have a longer cooldown, from 30 to 45. While in cooldown, even if you used only one rep, if you activate the second one the first rep will restart the cooldown once the second is done, and both will have 45 seconds instead of 30. Having a third one will add an additional 30% efficiency decrease to the third module, so it would go 100%, 70%, 40%. Cooldown goes from 45 to 60.
Number ****: Armor repair systems bonus changed from: 5% increase in repair module efficacy per level to: 2% increase in armor repair module health increase per level.
Standard level Active Armor Repairers
Requires: Armor Repair Systems I
Active Armor Repairer: HP/s repaired: 30 Duration: 8 seconds Cooldown: 30 seconds Stacking efficiency loss: 30% Stacking cooldown increase: 15 seconds per module Description: Designed for short, quick repairing, the active armor repairer is a life saver for any infantry in need of quick boost in armor.
The suit powercore can't handle more than a second of repairing, so it has a built in capacitors recharging slowly from the suit powercore, allowing for a release of all the energy right when needed.
Requires: Armor Repair systems II
Modulated Active Armor Repairer: HP/s repaired: 10 Duration: 45 seconds Cooldown: 20 seconds Stacking efficiency loss: 20% Stacking cooldown increase: 20 seconds per module Description: Designed for more sustained, slower repairs, the Modulated Active Armor Repairer is designed for repairing armor after an engagement, rather than in it. Its not quick enough to give the user an edge in combat, but the overall armor repaired after a full cycle is much higher than the normal variant.
The suit powercore can't handle more than a second of repairing, so it has a built in capacitors recharging slowly from the suit powercore, allowing for a release of all the energy right when needed.
Requires: Armor Repair systems II Charged Active Armor Repairer: HP/s repaired: 60 Duration: 4 seconds Cooldown: 60 seconds Stacking efficiency loss: 15% Stacking cooldown increase: 30 seconds per module Description: Designed for hit and run attacks, the Charged Active Armor repairer repairs the same amount as the normal armor repairer, but at double the speed. Such quick repairs fry the capacitors inside the armor repairers, requiring nanobots to repair the capacitors before starting to recharge, hence it requires double the time to recharge.
The suit powercore can't handle more than a second of repairing, so it has a built in capacitors recharging slowly from the suit powercore, allowing for a release of all the energy right when needed. |
Cat Merc
BetaMax. CRONOS.
936
|
Posted - 2013.05.08 13:05:00 -
[2] - Quote
Reserved |
Cat Merc
BetaMax. CRONOS.
936
|
Posted - 2013.05.08 13:05:00 -
[3] - Quote
Reserved |
Cat Merc
BetaMax. CRONOS.
938
|
Posted - 2013.05.08 13:21:00 -
[4] - Quote
Reserved |
Cat Merc
BetaMax. CRONOS.
940
|
Posted - 2013.05.08 13:50:00 -
[5] - Quote
Reserved for remote reps. |
Cat Merc
BetaMax. CRONOS.
940
|
Posted - 2013.05.08 13:53:00 -
[6] - Quote
If you have any ideas for remote reps, feel free to share as I didn't have any particular idea when making this post. |
Cat Merc
BetaMax. CRONOS.
940
|
Posted - 2013.05.08 14:40:00 -
[7] - Quote
Blarg |
Cat Merc
BetaMax. CRONOS.
1023
|
Posted - 2013.05.12 15:20:00 -
[8] - Quote
Changed cooldown values to: 1. Better balance shield and armor, as values before made armor favorable. 2. Make the other two armor rep types a good choice, since before only the normal one made sense to have.
Also, decided to keep the passive reps as a slower alternative that doesn't reduce user speed and works all the time. |
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