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Shadowdude3
Flying While Intoxicated
1
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Posted - 2013.06.28 23:03:00 -
[1] - Quote
In their description, they state that they repair a given amount of armor once every 3 seconds a total of 5 times. Instead, they are currently repairing a given amount of armor once every second a total of 15 times.
For instance, the Heavy IG-L polarized armor regenerator is supposed to repair 342HP 5 times over 15 seconds, a total of 1710HP. Instead, it is repairing 342HP 15 times over 15 seconds, for a total of 5130HP. |
Shadowdude3
Flying While Intoxicated
1
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Posted - 2013.07.01 20:12:00 -
[2] - Quote
Bump |
Mary Sedillo
BetaMax Beta CRONOS.
128
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Posted - 2013.07.01 23:21:00 -
[3] - Quote
Its working fine for me. You must just hate vehicles, huh? |
Syther Shadows
The Unholy Legion Of DarkStar DARKSTAR ARMY
182
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Posted - 2013.07.02 01:41:00 -
[4] - Quote
.... it repairs 345 every three seconds.. you do the math
it just pulses in three second individuals |
Spycrab Potato
Hold-Your-Fire
58
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Posted - 2013.07.02 01:42:00 -
[5] - Quote
Ya I think ur just trying to get a nerf on tanks, seeing as you referenced the Heavy armor repair mod. |
Harpyja
DUST University Ivy League
153
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Posted - 2013.07.02 12:24:00 -
[6] - Quote
Armor vs shield has always had this imbalance. We're trying to get shield mods buffed to be on a level playing field with armor mods, such as 5000 shield boosted in 5s to make shield a true burst tanker. |
Shadowdude3
Flying While Intoxicated
1
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Posted - 2013.07.02 22:52:00 -
[7] - Quote
Spycrab Potato wrote:Ya I think ur just trying to get a nerf on tanks, seeing as you referenced the Heavy armor repair mod.
I referenced a heavy armor rep because that is the one I had equipped when i watched the armor on my tank go from ~150 to over 5000 after only activating it once. |
Commander Tzu
L.O.T.I.S. RISE of LEGION
0
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Posted - 2013.07.04 17:27:00 -
[8] - Quote
I can confirm this bug, I have armor tanks and shields tanks and I was just in a domination battle with a Madrugar and saw this happen. I let a swarm launcher soldier get my armor down to about 1400 out of 6000, after killing the guy I drove back to my red line to make sure I could pay attention to it and sure enough every second I was repped for fifteen seconds. The armor repper actually got me to full health before it ran out of pulses. I tried this again just to be sure and this time I was actually able to repair myself so fast I was out repping swarms. CCP please fix this bug, I like my armor tanks but I also like my shield tanks, right now shield tanks can't really do much to armor tanks because of this bug (among other things). |
Villanor Aquarius
Cygnus Tactical Operations
97
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Posted - 2013.07.04 20:14:00 -
[9] - Quote
I use both shield and armor tanks and can also confirm this. By no means do I think the armor reps are overpowered but they should either fix this or make shield reps heal 3 times as much as current. That change would keep armor tanks good as they are now and bring shield tanks up to par a bit. |
Shadowdude3
Flying While Intoxicated
1
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Posted - 2013.07.06 06:46:00 -
[10] - Quote
Bump |
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Harpyja
DUST University Ivy League
198
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Posted - 2013.07.06 10:32:00 -
[11] - Quote
Armor tanks will be even more squishy than shield tanks if this 'bug' is 'fixed'. Instead, buff shield modules. For example, pulse for 1000 shield every second for five seconds for a total of 5000hp in 5 seconds. The best armor rep will do over 6000 in 15 seconds. Makes sense from an EVE perspective because shield boosters are stronger in short timeframes while armor reps are stronger in long timeframes. |
ladwar
Dead Six Initiative Lokun Listamenn
709
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Posted - 2013.07.06 18:29:00 -
[12] - Quote
actually this is true, but w/e ccp hates shields vehicles. |
CHICAGOCUBS4EVER
TeamPlayers EoN.
661
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Posted - 2013.07.06 18:58:00 -
[13] - Quote
An associated issue is I've seem some people exploiting the logi lav repper where they can turn the repper on themself somehow, jump out and have someone drive away even, and the player remians getting reps for the full amount of time. This is obviously a major issue as it creates a literal 'god mode'
Not a prevalent issue overall yet but obviously this is not as intended and creates a major imbalance on the battlefield |
ladwar
Dead Six Initiative Lokun Listamenn
710
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Posted - 2013.07.06 19:02:00 -
[14] - Quote
CHICAGOCUBS4EVER wrote:An associated issue is I've seem some people exploiting the logi lav repper where they can turn the repper on themself somehow, jump out and have someone drive away even, and the player remians getting reps for the full amount of time. This is obviously a major issue as it creates a literal 'god mode'
Not a prevalent issue overall yet but obviously this is not as intended and creates a major imbalance on the battlefield thats a targeting issue...but i think they still need LOS to get the reps. |
Commander Tzu
L.O.T.I.S. RISE of LEGION
0
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Posted - 2013.07.07 00:21:00 -
[15] - Quote
I actually agree with buffing shield boosters to bring them on par with the way armor reppers are working currently, at least until AV weapons are balanced out. |
ladwar
Dead Six Initiative Lokun Listamenn
717
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Posted - 2013.07.07 18:04:00 -
[16] - Quote
waiting on word from CCP... |
Beld Errmon
D3M3NT3D M1NDZ Orion Empire
690
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Posted - 2013.07.08 18:52:00 -
[17] - Quote
its been like this for a couple of builds now, I'd imagine CCP changed the stats and never updated the description like so many things in this game. |
Shadowdude3
Flying While Intoxicated
1
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Posted - 2013.07.19 04:06:00 -
[18] - Quote
Bump. |
SponkSponkSponk
The Southern Legion RISE of LEGION
97
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Posted - 2013.07.19 04:18:00 -
[19] - Quote
source |
Bendtner92
Internal Error. Negative-Feedback
749
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Posted - 2013.07.19 07:24:00 -
[20] - Quote
It's funny since this bug has existed since forever I believe? It's been present since I ran some low-end tanks back in October (I can't remember exactly when I ran tanks, it might have been earlier than that tbh).
Though, what's even funnier is that the reps should probably be like this. If they really "nerf" the reps by fixing the bug both shield and armor tanks will be so bad it's not even funny. |
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Torr Wrath
Subdreddit Test Alliance Please Ignore
500
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Posted - 2013.07.19 17:24:00 -
[21] - Quote
Its listed incorrectly, but if this is changed before a balance pass with the current state of vehicles and ridiculously powerful AV in game HAV's will become completely unusable. |
Casius Hakoke
Fenrir's Wolves RUST415
170
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Posted - 2013.07.19 17:30:00 -
[22] - Quote
WOW. I am going to have to test this, but if its a bug and gets fixed, it would make tanks useless for anything other than redline sniping. HAV's are very soft right now and the repper as is is the only thing that can actually keep them going.
I do agree that shield mods should be brought to be on par with current armor mods, and I like the idea of them burst tanking regening around 5000 hp in 5 seconds would be one hell of a burst tank. |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
1
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Posted - 2013.07.19 17:40:00 -
[23] - Quote
AFAIK it is working as intented. Interval does not mean the time before next burst happens, it means the length of one burst. So to say 414hp/s for 3 seconds for 5 times for a total lenght of 15 seconds of course. It means that you will get repaired for a total amount of 6210 over the duration of 15 seconds. There is no such thing as wait time before next burst starts, there is only duration of one burst. Now, of course since it reads "414hp" and not "414hp/s" as it should, it might confuse some people. But anyone who knows how modules behave will not be confused by that.
TLDR; 414hp/s x3 seconds x5 bursts = 6210hp = correct. |
ladwar
Dead Six Initiative Lokun Listamenn
950
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Posted - 2013.07.19 19:10:00 -
[24] - Quote
Bendtner92 wrote:It's funny since this bug has existed since forever I believe? It's been present since I ran some low-end tanks back in October (I can't remember exactly when I ran tanks, it might have been earlier than that tbh).
Though, what's even funnier is that the reps should probably be like this. If they really "nerf" the reps by fixing the bug both shield and armor tanks will be so bad it's not even funny. i know.. im going to LOL when they get put back on par with shields but rather then fixing armor reps, fix shield reps that 1 second interval is really 3 seconds.
BTW meaning in question for CCP to see. interval 2.a period of temporary cessation; pause. big book of words
meaning time when repairer/booster isn't restoring HP. |
Cy Clone1
Internal Error. Negative-Feedback
129
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Posted - 2013.07.19 23:53:00 -
[25] - Quote
Syther Shadows wrote:.... it repairs 345 every three seconds.. you do the math
it just pulses in three second individuals
no it doesn't.Do the research and testing before you make yourself look like an idiot. It has a longer activation time then reps every second. |
Cy Clone1
Internal Error. Negative-Feedback
129
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Posted - 2013.07.19 23:56:00 -
[26] - Quote
MarasdF Loron wrote:AFAIK it is working as intented. Interval does not mean the time before next burst happens, it means the length of one burst. So to say 414hp/s for 3 seconds for 5 times for a total lenght of 15 seconds of course. It means that you will get repaired for a total amount of 6210 over the duration of 15 seconds. There is no such thing as wait time before next burst starts, there is only duration of one burst. Now, of course since it reads "414hp" and not "414hp/s" as it should, it might confuse some people. But anyone who knows how modules behave will not be confused by that.
TLDR; 414hp/s x3 seconds x5 bursts = 6210hp = correct.
A "pulse" giving said hp every pulse. pulse interval 3sec. so every three seconds it gives said hp for 5 pulses. |
KalOfTheRathi
Talon Strike Force LTD Covert Intervention
547
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Posted - 2013.07.20 00:42:00 -
[27] - Quote
Until a Dev responds we are all just guessing. Without the code in front of someone we are testing/guessing at the intention and the expected results.
There are two problems in the current implementation and, is common in all software, the documentation is part of the problem. If it is 414HP/s then the documentation should be corrected. Which is not likely, documentation is the bastard step child and last on any developers list to correct.
The other is the balance in game as without the current functionality of the Heavy Repair the Armor tank is nearly useless. Couple that with the several second delay before the Repair starts and the high chance that the Repair tool will arbitrarily decide to enter into a cool down cycle when the driver is trying to get it to start only add to the problems with HAV drivers using armor tanks. |
MarasdF Loron
Ghost Wolf Industries Alpha Wolf Pack
2
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Posted - 2013.07.20 00:54:00 -
[28] - Quote
Cy Clone1 wrote:
A "pulse" giving said hp every pulse. pulse interval 3sec. so every three seconds it gives said hp for 5 pulses.
I have yet to find any repair or booster module that doesn't do X/s even if it is listed as "X" only. Of course booster modules only have 1 second intervals though unless they are remote ones. But if I will be proven wrong, then I will be really surprised and I owe you an apology. |
Cy Clone1
Internal Error. Negative-Feedback
129
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Posted - 2013.07.20 01:01:00 -
[29] - Quote
MarasdF Loron wrote:Cy Clone1 wrote:
A "pulse" giving said hp every pulse. pulse interval 3sec. so every three seconds it gives said hp for 5 pulses.
I have yet to find any repair or booster module that doesn't do X/s even if it is listed as "X" only. Of course booster modules only have 1 second intervals though unless they are remote ones. But if I will be proven wrong, then I will be really surprised and I owe you an apology.
boosters activate instantly giving the hp for the first pulse, then it takes three seconds for the second pulse, and another 3sec for the third pulse etc.
Armor takes 3seconds to start then gives hp every second, even though the pulse interval says every three seconds.
I apologise for coming off to strong its just ive been whining about this for a while. |
ladwar
Dead Six Initiative Lokun Listamenn
952
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Posted - 2013.07.20 08:08:00 -
[30] - Quote
KalOfTheRathi wrote:Until a Dev responds we are all just guessing. Without the code in front of someone we are testing/guessing at the intention and the expected results.
There are two problems in the current implementation and, is common in all software, the documentation is part of the problem. If it is 414HP/s then the documentation should be corrected. Which is not likely, documentation is the bastard step child and last on any developers list to correct.
The other is the balance in game as without the current functionality of the Heavy Repair the Armor tank is nearly useless. Couple that with the several second delay before the Repair starts and the high chance that the Repair tool will arbitrarily decide to enter into a cool down cycle when the driver is trying to get it to start only add to the problems with HAV drivers using armor tanks. i take this as a dev response weekly bugs
CCP Cmdr Wang wrote:[BUG] Vehicle armor reps repair 3x what they should Status: A defect on this has been reported and a fix planned for in a future update. btw that would bring the armor repair down to just above shield booster which still makes them better then shield boosters in every way.
side note all the remotes show HP/s restored. |
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