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elitatwo
Eve Minions Poopstain Removal Team
395
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Posted - 2014.10.26 23:07:23 -
[1] - Quote
It's Sunday now, so this is serious business!
Moving on, this is bugging me for many years now and here it is:
Hull repair and remote hull repair modules are the least used logistics modules we have.
For each and everyone of you, whom has ever used one of these this is quite obvious and for everyone else, here is why:
- They use so much capacitor that you 'neut' yourself dry with two cycles and the 'repair-power' is so low that you will even 'trash' a tech 2 modules or refine them after one use to make something usefull with the parts instead.
One solution would be that you decrease the capacitor usage for both modules to the level of armor and remote armor reps of all sized and flavors and of course increase the 'repair-level' to the according armor or remote armor repair levels.
This will create a viable new role for logistic boats to fill,
- remote hull repping!
And maybe create a lot viable 'hero-active-tank' fits.
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Mag's
the united
18102
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Posted - 2014.10.26 23:12:39 -
[2] - Quote
I would agree that they need some love. I'm sure they are on the hit list, but we'll have to wait.
**Destination SkillQueue:- **
It's like assuming the lions will ignore you in the savannah, if you're small, fat and look helpless.
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elitatwo
Eve Minions Poopstain Removal Team
395
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Posted - 2014.10.26 23:23:24 -
[3] - Quote
Mag's wrote:I would agree that they need some love. I'm sure they are on the hit list, but we'll have to wait. That's fine, I just thought I bring it up once more.
If I couldn't wait, I wouldn't still be here
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elitatwo
Eve Minions Poopstain Removal Team
397
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Posted - 2014.10.27 00:02:39 -
[4] - Quote
Addendum:
This just occured to me while reading,
since this would create a forth role for logistics and we have foor logistics, they could all get a stronger focus on each of them instead of 'split-focussing'.
So my additional proposal in case my idea has merrit would be to give the logistics a role-mixup:
Caldari -> shields Amarr -> capacitor Gallente -> armor minmatar -> hull
Please don't strangle me for that, of course I know that you like your ships as much as I do mine but in case of hull-repping becoming a 'thing' we would have four roles to give out for four races to give them to.
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ApolloF117 HUN
Trident Weapon Companies
18
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Posted - 2014.10.27 00:27:39 -
[5] - Quote
elitatwo wrote:Addendum:
This just occured to me while reading,
since this would create a forth role for logistics and we have foor logistics, they could all get a stronger focus on each of them instead of 'split-focussing'.
So my additional proposal in case my idea has merrit would be to give the logistics a role-mixup:
Caldari -> shields Amarr -> capacitor Gallente -> armor minmatar -> hull
Please don't strangle me for that, of course I know that you like your ships as much as I do mine but in case of hull-repping becoming a 'thing' we would have four roles to give out for four races to give them to. or a new ship, don't make minmatar ships what they aren't for, hull and minmatar, joke, hull and gallente maybe but no, would be an interesting stuff if some of the pirate factions have diffrent ships like serpentis as you said "logistic" ship with remote hull repair bonus, syndicate faction dictor/hic, guristas some ew ship and etc etc... just thinking |
elitatwo
Eve Minions Poopstain Removal Team
397
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Posted - 2014.10.27 00:41:57 -
[6] - Quote
ApolloF117 HUN wrote: ...or a new ship, don't make minmatar ships what they aren't for, hull and minmatar, joke, hull and gallente maybe but no, would be an interesting stuff if some of the pirate factions have diffrent ships like serpentis as you said "logistic" ship with remote hull repair bonus, syndicate faction dictor/hic, guristas some ew ship and etc etc... just thinking
The logistic idea is a first idea draft, which isn't meant to be set in stone just yet.
Who get's what and how much can be discussed at a later date.
However, I'll keep track of what you think and if you find something that brakes EVE and or have a better idea on that or my hull-rep proposal, let me know.
I cannot read your minds
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Hopelesshobo
Tactical Nuclear Penguin's
341
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Posted - 2014.10.27 05:38:41 -
[7] - Quote
Do those modules need some love, yes. The actual reps per second need to be kept lower from shield or armor because it doesn't make sense for a combat ship to be a hull tank as their design, because structure that is designed to take damage is called armor.
Local Tank (Large T2) Hull Cap/Sec: 6.66 Rep/Sec: 6.66 Rep/Cap: 1
Armor Cap/Sec: 35.55 Rep/Sec: 81.77 Rep/Cap: 2.3
Shield Cap/Sec: 36 Rep/Sec: 69 Rep/Cap: 1.92
So the local one could be boosted a bit since the rep/sec is 10% of the actual tanking ones. But it can't be boosted too high or the DC2 will have to get a hefty nerfbat because it would be crazy to have 1 resist module that gives you a flat 60% resist across the board, especially when you compare it with the top officer ENAM and Adaptive giving 37.81% and 50% resists respectfully.
Remote Tank (Large T2) Hull Cap/Sec: 61 Rep/Sec: 38.33 Rep/Cap: 0.63
Armor Cap/Sec: 42 Rep/Sec: 85.33 Rep/Cap: 2.03
Shield Cap/Sec: 46.66 Rep/Sec: 85.33 Rep/Cap: 1.83
These are in a much better position, but I could see the remote hulls getting cap buffed so they are closer to a 1:1 Rep/Cap ratio like the local reps are.
EDIT: Note all the numbers are based off level 5 skills, without boosts.
Lowering the average to make you look better since 2012.
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James Baboli
Ferrous Infernum
170
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Posted - 2014.10.27 05:44:40 -
[8] - Quote
I would like to see the hull reps moved to 60% of their respective armor rep counter parts for rep/s overall, with a longer cycle and the current cap usage. This makes an active hull tank exceedingly risky as something being done other than as a total lulzfit, but makes it much faster to rep your hull if you need to do so away from a repair station.
Yes, I do incursions. Find out more here
Tech 3 battleships.
Moar battleships
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Caerbanog Walace
Void.Tech Get Off My Lawn
7
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Posted - 2014.10.27 11:48:31 -
[9] - Quote
Balancing hull HP would be impossible from the current point. It requires incremental steps together with other Shield and Armour balances.
IMHO, it would be far easier to add to the remote and local hull repairers the ability to run your modules in overheat without damage. Basically it would give you the combat option to trade capacitor for long running overheated modules.
Balance it so you can only run weapons and 1 extra module indefinably. This would give you 3 combat options: 1 - High burst no cap loss, damaged mods 2 - High DPS while your cap lasts, no damaged mods 3 - Normal DPS no cap loss, no damaged mods
(Yes, capacitor logi would then be a doctrine, that is a good thing too) |
Alvatore DiMarco
Capricious Endeavours Ltd
3031
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Posted - 2014.10.27 12:17:06 -
[10] - Quote
elitatwo wrote: Caldari -> shields Amarr -> capacitor Gallente -> armor minmatar -> hull
Today's layout is supposed to look like this:
Caldari -> Shield Buffer Amarr -> Armor Buffer Gallente -> Active Armor Minmatar -> Kitchen Sink*
*A variety of tanking methods, often determined by ship or simply left to pilot preference, ranging from Active Shield to Active Armor to Speed.
CCP has stated previously that they really aren't into the idea of Hull Tanking actually becoming a legitimate thing, which is why they set the hull repair modules the way they did. Personally, I agree with them. There's no need to create a third branch of tanking for people to demand be just as attractive as shield tanking. |
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