Pages: 1 :: [one page] |
|
Author |
Thread Statistics | Show CCP posts - 0 post(s) |
Stalken Pathfinder
Shadow Company HQ
2
|
Posted - 2013.06.13 16:16:00 -
[1] - Quote
I would like to request a new Prototype-level Repair Tool that is capable of repairing 3 targets.
I make this request for many reasons but mostly because I find myself running alongside more and more Scout/Assault dropsuits and most of them with more shields than armor. Even when I am fortunate enough to run along side a heavy, they are shield-focused as well since there are no "gallente" heavy dropsuits or heavy dropsuits otherwise focused on armor over shields. This is NOT a complaint about dropsuits or shields, this is simply an observation of a growing trend.
My point is that with the less "concentration" of armor (less armor per friendly target, on average) the effectiveness of single- and even dual-target repping tools has been inadvertently reduced. Once again, this is not a complaint. I am not suggesting my tools need to repair more hp/s. Instead I believe we simply need a tool that can accommodate repairing additional targets, each with less individual armor.
Most of the time I repair scouts in 1-3 ticks with my proto tools and assaults in 2-4. Keep in mind I am not suggesting that this accounts for their total amount of armor but targets usually get to me with between 80% and 25% left. If they are above 80 a rep is usually not the first thing on their mind and if they are under 25% armor they are hiding/running for their life or end up dead before they get to me, I get to them, or my target decides to finally lock onto them.
Let's examine a specific situation in which I often find myself: I am in a squad (Logi with Six Kin Triage Rep Tool - 2 targets @ 44hp/s) with 1 heavy (500 armor), 2 assaults (100-150 armor) and 2 scouts (80-125 armor). Now I play pure logi and run with an SMG because I have to use a weapon or my build is invalid. Therefore 99% of the time my rep tool is out and 90% of that time one of my two beams will be locked on my heavy. That leaves me with one beam to support the rest of my squad.
Here is where things start to get complicated. You cant keep one beam locked on one particular target whilst switching the second beam from target to target, the mechanics don't work that way. Unless you run behind that target, keeping one beam locked, and simply allowing the other beam to "drift" between targets that come in and out of range. This tends to work nicely as the heavy moves slowly while the scouts and assaults are running circles and constantly dropping the beam.
The reason I need to utilize this method of repairing rather than keeping both my beams locked onto two targets is because more often than not, neither of those two targets have enough armor to make an active rep worth it. What I need is a better way to distribute a smaller amount of active repping to a larger percentage of my squad. This is where the "Gauged" Rep Tool would come in.
So lets take a look at some very basic numbers cause I am not a numbers guy:
Core Focused Rep Tool= 105 hp/s over one infantry target = 105 hp/s total infantry repping power at 10.5 meter range
Six Kin Triage Rep Tool= 44 hp/s over two infantry targets = 88 hp/s total infantry repping power 21 meter range
Therefore I propose that this new "Gauged" tool repair 29 hp/sec over three targets for a total of 87 hp/s infantry repping power. I believe that there should also be a "triage" element to this tool such that it has limited vehicle repping ability in the neighborhood of 65-75 hp/s. Finally I believe the range on the beams should be in the neighborhood of 28 meters.
To Summarize: Prototype "Gauged" Triage Repair Tool: 29 hp/s dropsuit armor rep rate, 70 hp/s vehicle armor rep rate, 28 meter range, with 3 max targets.
The reason I think these are fair numbers is three-fold: 1) It does not add any additional total repping power, 2) 29 hp/s is still an upgrade from basic rep tool in terms of hp per target and 3) there is still a trade-off between repping power and repping range. And on the vehicle side of things, having a logi running around with a tool that could rep 3 armor tanks at once at a rate much greater than 65-75 hp/sec would cause balance issues I am sure.
This tool would allow me to more effectively distribute my repairs throughout my squad without giving me any additional total repping power that would drastically unbalance the "logistics class".
I am sure that there will be some who disagree. All constructive criticism is welcome because I think a complete idea that has been "fleshed out" so to speak, would be better received and have a better chance of actually being implemented. But please keep the discussion on point, which is: how to better distribute your repping power across your squad using repair tools.
Thank you very much for your time and consideration.
Respectfully,
Stalken Shadow Company HQ |
Luper024
Shadow Company HQ
0
|
Posted - 2013.06.13 20:18:00 -
[2] - Quote
+1 Good Idea!!! Does not sound OP to me trading rep/s for three beams. I know you are a true logi that only uses a gun when you have to defend yourself. This game needs something to benefit people with your play style. Running into battle with a repair tool instead of a gun. |
RydogV
Shadow Company HQ
193
|
Posted - 2013.06.13 21:03:00 -
[3] - Quote
FInd myself keeping "hands-on" repair tool more often now too since we can just revive someone with Circle button and not have to switch equipment slots. Only go to AR when threat is imminent. Support more variety in Rep Tools based on playstyle. Also will point on the lock-on feature of the tool is all out of whack and really needs to be looked at, especially since your repair target is always on the move. |
Iron Wolf Saber
Den of Swords
5131
|
Posted - 2013.06.13 21:42:00 -
[4] - Quote
Good read. Tagging. |
ST3W0801
Shadow Company HQ
0
|
Posted - 2013.06.14 13:25:00 -
[5] - Quote
I think this is a great idea Stalken |
Blamejudg3s KEQ
KILL-EM-QUICK RISE of LEGION
85
|
Posted - 2013.06.14 15:22:00 -
[6] - Quote
Should be 3 beams for 75 |
OokamiSoul
Shadow Company HQ
6
|
Posted - 2013.06.14 17:21:00 -
[7] - Quote
Good idea +1 |
Oxskull Duncarino
Shadow Company HQ
200
|
Posted - 2013.06.15 18:30:00 -
[8] - Quote
Great work dude. It's a pleasure to read more good quality stuff from my fellow corp. mates. As ya know, I'm one of your heavies that requires all that close attention(cheers mate), and if you could get a tool to facilitate you in further keeping as much of the team on their feet, it'd be great. I've been of the view for a while that heavies are actually very balanced, it's our logi support that needs alot of attention from CCP. Like Kat's post on nano injectors, so much needs to be fixed. Ye lot of true logi keep us on our feet, yet at times I think CCP just did a basic design for ye and just left it at that, with no tweaking or real changes done since. I hope some of the DEVs see your OP. +1+1......to infinity |
Stalken Pathfinder
Shadow Company HQ
13
|
Posted - 2013.06.19 14:36:00 -
[9] - Quote
Thanks all for the feedback! Keep it coming! |
Wombat in combat
Internal Error. Negative-Feedback
54
|
Posted - 2013.07.01 00:56:00 -
[10] - Quote
Or alternatively change the stats on the Lai Dai Flux Repair Tool to fit this profile, it's already halfway there. Before adding more infantry focused repair tools I'd first like to see prototype vehicle and installation repair tools. |
|
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
180
|
Posted - 2013.07.01 03:24:00 -
[11] - Quote
Hate to be the one to brake it to you op
But when rep tools split it splits there rep in half
so if your rep tool reps for 44 reping two people it gives them 22 hp/s each
what really needs to be put into place is a shield rep tool but idk thats just me |
Stalken Pathfinder
Shadow Company HQ
24
|
Posted - 2013.07.09 17:11:00 -
[12] - Quote
Syther Shadows wrote:Hate to be the one to brake it to you op
But when rep tools split it splits there rep in half
so if your rep tool reps for 44 reping two people it gives them 22 hp/s each
I believe this statement to be incorrect. Based on my considerable experience using such equipment over the last two builds, each beam of the split-beam rep tools repairs the displayed amount. In other words the six kin triage tool repairs 44hp/s per beam. I have never noticed a reduction in repair rate when locking on to two targets versus one target.
If this were the case, the tool would be garbage and I wouldn't use it. Because 22hp/sec is an absolutely useless amount of HP to rep, even the militia tool at 25 hp/sec is barely worth while, which is one of the reasons I rarely use my Repair Tool BPO.
In response to another posters point, this is why I believe that 3 beams for a total of 75 hp/s is inadequate because 25/s on any given target is inadequate.
I do not disagree that a shield rep tool would be nice but that is a different subject entirely.
Wombat in combat wrote:Or alternatively change the stats on the Lai Dai Flux Repair Tool to fit this profile, it's already halfway there. Before adding more infantry focused repair tools I'd first like to see prototype vehicle and installation repair tools.
This is not a bad idea. Until they introduce rep beams that go through objects added range is not so useful unless the majority of your repping takes place in wide open places. That being said, even though I have no use for the flux tool another logi might use it exclusively. I don't see why anything has to be removed, rather I think our arsenal of tools needs to be expanded. |
Stalken Pathfinder
Shadow Company HQ
33
|
Posted - 2013.08.02 16:20:00 -
[13] - Quote
Still getting likes on this even though its fallen pretty far down in the forums! Must be a decent idea ;) any dev thoughts on this subject perhaps?
Not looking for commitment just acknowledgement or comments on feasibility of implementing such a tool. Please and thank you :) |
Stile451
Red Star. EoN.
163
|
Posted - 2013.08.02 21:24:00 -
[14] - Quote
Alternatively this could be fixed by changing the priorities of the secondary beam instead of creating a new tool. The secondary beam should disengage and not be able to engage on a target that has not taken damage for 5 seconds and are at full armor. The primary beam would work as it does right now. |
RedBleach LeSanglant
Hellstorm Inc League of Infamy
436
|
Posted - 2013.10.24 06:47:00 -
[15] - Quote
The Locking system is a pain, but this might be an acceptable temporary fix, and a cool piece of equipment. |
|
|
|
Pages: 1 :: [one page] |