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Thread Statistics | Show CCP posts - 45 post(s) |
Gizznitt Malikite
Agony Unleashed Agony Empire
1723
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Posted - 2013.01.22 19:27:00 -
[1] - Quote
Little Dragon Khamez wrote:Jane Schereau wrote:CCP Fozzie wrote:I updated the OP with something that is connected but that I forgot to put in at first since it isn't a main part of the changes.
At the same time as these changes we'd be reducing the Incrusus rep bonus to 7.5% to keep things sane. The Incursus is already not sane when dual reped. That said, it would seem you simply reduced it to the standard 7.5% bonus instead of actually doing the math of what you would need to reduce it by to keep it as powerful. This is a huge nerf to the one of the few ships new players could use for pvp and still have a chance of winning a fight. +1 to that, it's also a bad nerf because it assumes that every incursus will be fitted with a AAR, what happened to the strapline about an exciting variety of fits and more room for player specialisation. Please reconsider this Fozzie.
CCP Frozzie... please consider the value of resist bonuses (Punisher) in comparison to Rep bonus.
A 5% Resist bonus is equivalent to a 7.5% Rep bonus... and the resist bonus is better at LvL 5 skills. A Resist bonus is also extremely relevant to buffer tanking and remote repairs, where a Rep bonus provides no benefit under these alternative tanking scenarios...
Please, maintain the "active tanking" niche the incursus has by keeping it's bonus above 7.5%... If a ship is going to be pigeonholed by bonuses into a certain type of tanking, let it be superior at that role!!!
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Gizznitt Malikite
Agony Unleashed Agony Empire
1724
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Posted - 2013.01.22 19:59:00 -
[2] - Quote
I think there is a lot of inappropriate hate in this thread....
1.) I like the changes to the armor rigs... increasing the PG need of Armor Reppers is a much more PvP friendly drawback than the loss of speed!!!!!!! I also think that leaving the speed penalty to trimarks is a good thing given the significance of their bonuses. -- However, what about Remote Repair Augmentors... Any thoughts on changing their penalties?
2.) The Plate Mass reduction and skill to reduce plate mass are both nice....
3.) The AAR is interesting... --- I foresee this common use in active armor tanked tackler, that burst tank for the 30 seconds it takes to kill drones, and then can survive on a reduced tank by mitigating turret and missile damage from M/L weapons... --- I'm not sure I foresee their use in terms of hyperions or myrms soloing small groups of people, as those fights last long enough that 30 seconds of "super-repping" isn't worth the minute of no reps or the greatly diminished reps thereafter...
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Gizznitt Malikite
Agony Unleashed Agony Empire
1724
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Posted - 2013.01.22 20:26:00 -
[3] - Quote
I don't know if this is possible... but I think the Ancillary Armor repper would be much, much, much better if you could "chose" when to activate the "ancillary" portion...
Essentially, if you could use the rep at 3/4 t1 amount until you activate the ancillary reps to give you a boost to repping when you most want it, rather than just at the beginning of the cycle, it would be a much better module! |
Gizznitt Malikite
Agony Unleashed Agony Empire
1724
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Posted - 2013.01.22 20:33:00 -
[4] - Quote
ghost st wrote:Liang Nuren wrote:ghost st wrote:As I said before the issue isnt speed, armor does not need to be like shield tanking.
The problem is that the sig radius penalties for shield tanking are ineffective, and do not have the same crippling effects as the speed penalties for armor.
IMO armor ships should be slow, but relatively difficult to hit due to smaller sig. Shield ships should be fast, bit the increased sig should make them easier to hit.
The issue is that sig radius has very little effect on the amount of damage received, while transversal velocity (maneuverability) has a huge impact. Make sig radius a part of the tracking calculation aswell, so that a large signature radius nullifies some of the effect of transversal velocity.
This is not true, but you can't generally see the result in EFT. -Liang Ed: Also, sig is already in the tracking calculation. :) Sig only has an effect on gun size/ ship sig, it has not effect on tracking whatsoever, its kind of stapled on there like an afterthought.
huh??
The turret "chance to hit" is based on ship orbit speed vs gun tracking AND target sig size vs gun sig size... Believe it or not, when the sig of the target is great than the sig of the gun, increases in sig size inhibit a target's ability to avoid damage by out-racing your gun's tracking. |
Gizznitt Malikite
Agony Unleashed Agony Empire
1729
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Posted - 2013.01.24 00:05:00 -
[5] - Quote
CCP Fozzie wrote:Nikuno wrote: 1. Does it rep at the lower 3/4 level while it reloads or does it deactivate?
While reloading the module cannot cycle.
I'm under the impression it does NOT need to be "loaded" to cycle.... and you don't have to reload it when it runs out of charges.. Just like the ASB's can run without being loaded, and you can turn auto-reload off to let it continue running (until you run out of cap..)
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