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I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
486
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Posted - 2013.07.28 11:47:00 -
[1] - Quote
I'm a hybrid shield/armor tank with my dropsuit and I can say that I would never want to use the reactive plates.
Let me go over some things about armor that everyone needs to be aware of (idk why it has to be this complicated):
1. Basic plates give you the most armor for the cpu/pg/speed cost. This makes it more difficult to pick and choose between which plate you want to use as the "better" ones only give you a little more armor in exchange for less fitting space and even more speed penalty. Why does a complex plate that gives you less than twice the amount of armor as a basic one, slow you down more than three times as much?
2. Using a basic armor repair module, and a basic plate in two slots gives you more armor than one complex reactive plate in one slot. (It also doesn't cost anywhere near the amount of pg/cpu for the complex reactive)
3. The only suits with such small numbers of low slots (such as the commando, scouts, or milita) either have enough armor to use a complex repairer instead, or don't have enough pg/cpu to afford a reactive plate. ____________________
Now for my suggested buff to reactive plates:
-All pg/cpu and speed penalties should stay the same. -Standard should go from 15 to 30 armor, and keep the 1hp/s repair. -Advanced should go from 25 to 42 armor, and from 1hp/s to 2hp/s repair (or 1.5 if possible) -Proto should go from 40 to 55 armor, and from 2hp/s to 3hp/s repair (or 2.5 if possible)
In comparison to the regular plates and repairers, the new values would look like:
-STD: 30 armor vs 65 armor / 1hp/s vs 2hp/s -ADV: 42 armor vs 87 armor / 2hp/s (or 1.5) vs 3hp/s -PRO: 55 armor vs 113 armor / 3hp/s (or 2.5) vs 5hp/s ____________________
The idea here is that two reactive plates should be about the same stats as one plate and one repairer EXCEPT that it would cost more pg/cpu. It gives players more of an incentive to use reactive plates, it makes reactive plates actually feel like armor, and a complex reactive plate is now practically a basic plate and repairer in one module.
Also, as of right now the only reason players are using the ferroscales is because of the speed penalty reduction when it combination with regular plates. If you fix this wonderful bug, the ferroscales would become relatively useless because of the high fitting cost. I would suggest bringing the cpu/pg costs down to a similar level as the shield extenders as these plates don't even give as much health, yet cost a ton more. |
KingBlade82
The Phoenix Federation
137
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Posted - 2013.07.28 11:59:00 -
[2] - Quote
yeah im sure they will get around to reactive plates sometime they do suck lol |
lithkul devant
Cerberus Network. The Superpowers
9
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Posted - 2013.07.28 13:50:00 -
[3] - Quote
Also, if you get down to it a milita armor repair does the same as a basic armor repair, check it out sometime, it is only a few points more, but is actually cheaper if you have the space. Armor right now is just very dissapointing for what it does compared with shields. It's still bad enough that Caldari Logi's think they can be on the front lines taking all the gun fire and going after people. |
I-Shayz-I
Forty-Nine Fedayeen Minmatar Republic
487
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Posted - 2013.07.28 20:42:00 -
[4] - Quote
Militia is supposed to be the same as basic, with the main difference being cpu/pg costs. That, and you can use them even without skills.
For instance a militia AR does the same amount of damage per shot as the standard, but only has 48 rounds instead of 60 per clip.
A lot of modules are like this...some of them have a much larger downside though (militia armor plates only give 40 instead of 65) |
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