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Thread Statistics | Show CCP posts - 45 post(s) |

Mund Richard
302
|
Posted - 2013.01.27 04:52:00 -
[961] - Quote
Roime wrote:So it looks like ASBs are still vastly better. Lol. Oh noes! Who would have guessed! 
Joke aside, the AAR does have one fun advantage due to how armor repping works:
ASB-s never beat their T2 variant, and don't even come close to it once a reload is done, due to how short their timer is compared to the reload (21/36/45 against 60, they don't rep THAT much).
With Armor reppers, the cycle time gets vastly longer (36/72/90 sec vs the 60sec reload), thus at LAAR level, 2,25X*90+0*60 is more than 1,333*X*(90+60). By a miniscule amount, but it is more (202,5 vs 200, so 1,25% better) MAR is worse, but it comes pretty close to a T2, while needing no cap.
Although I don't remember when was the last time I heard of a single-repper BC/BS for PvP, and for multiple reppers you need a cap booster anyways, so this new module...
It helps with cap for active tanking, at BS level you need to worry about one less, at Cruiser/BC level you trade severe cap issues for a lesser repping (assuming you live long enough for the T2 version catching up and overtaking MAR to be an issue).
Can I forsee it upsetting the field as L/XLASB has? No, it still doesn't make any sense for a normally shield-tanked ship to use ONE of this module.
It's a band-aid that makes people experiment with armor fits, specially with the active rig change penalty. And it does make double/tripple active repping viable with one cap booster (though not cap-stable, vulnerable to neuts and cap issues).
Compared to the introduction of ASBs underwhelming, compared to nothing happening? Preferable. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |

Fon Revedhort
Monks of War Out of Sight.
961
|
Posted - 2013.01.27 05:23:00 -
[962] - Quote
Mund Richard wrote: Although I don't remember when was the last time I heard of a single-repper BC/BS for PvP, and for multiple reppers you need a cap booster anyways, so this new module...
Done that both at CS and BS level last year. One of my favourite setups was Phoon of 200 DPS tanked and 40k EHP. Proper tanking is so much more fun than overtanking. And you need a cap booster even for a single rep, btw. 14 |

Vizvig
Savage Blizzard Bora Alis
72
|
Posted - 2013.01.27 11:46:00 -
[963] - Quote
Akturous wrote:Vizvig wrote:If today hyperions perma tanking 2-3k DPS, how we will be counter them tomorrow?
You have to think about it. You cannot balance ships around the insane tank they get with maxed t3 bonuses. If people think the tanks too much (which it f u c king isn't, because everyone brings a blob when they see a classic active tanked ship) then bonuses need addressing (which they are being). You know without bonuses, just a lowely set of low grade crystals and a DG large booster, a sleip only tanks 551 dps and it's not even cap stable tanking that. So a command ship with a faction booster can't even tank a drake, a god damn drake. If you use asb you can't sustain your tank long enough now with the nerf to booster volume. You know bonuses will never get nerfed, it's time to fix insane tank via nerf base rep amount, and deliver more madness to eve balance.
Why everyone bringing blob to chew classic aktive tanked ship? But not bringing blob when see regular passive tank lyke vagabond.
Fon Revedhort wrote: Done that both at CS and BS level last year. One of my favourite setups was Phoon of 200 DPS tanked and 40k EHP. Proper tanking is so much more fun than overtanking. And you need a cap booster even for a single rep, btw.
200? May be you mean 600? |

Nevyn Auscent
Broke Sauce
122
|
Posted - 2013.01.27 12:08:00 -
[964] - Quote
Vizvig wrote: You know bonuses will never get nerfed, it's time to fix insane tank via nerf base rep amount, and deliver more madness to eve balance.
Why everyone bringing blob to chew classic aktive tanked ship? But not bringing blob when see regular passive tank lyke vagabond.
You mean those bonuses of 5% per level which are being crashed right down to 2% most likely by the winter expansion? CCP have already announced those intentions, though I guess if you change to a command ship instead you are still at 3%. But boosts are getting cut either way. And possibly brought on grid this year. |

Roime
Shiva Furnace
1880
|
Posted - 2013.01.27 13:43:00 -
[965] - Quote
Alticus C Bear wrote: Curious I don't get those kind of defence numbers more like 458dps tank and something like 50seconds of cap with microwarpdrive off. How did you work it out?
Correct number is 476 hp/s and 2m30s cap, which is nearly 200 hp/s less than dual LASB on a Moa. While it lasts much longer, it's not even enough to tank it's own dps.
I withdraw my argument of med & large reppers not needing a rep amount buff and do my theorycrafting in a spreadsheet from now on.
-á- All I really wanted was to build a castle among the stars - |

elitatwo
Congregatio
62
|
Posted - 2013.01.27 13:48:00 -
[966] - Quote
Apostrof Ahashion wrote:I really hope this entire burst active tanking modules shenanigans will be dropped completely. Active tanking is all about how much ehp will it get you in the timeframe of the fight. And whats the point of the whole approach, gives more at the start and then slowly falls behind, just fit a plate then. These modules will be impossible to balance, and even if you do balance them you will get something you already have in the game, buffer+rep fits. And they are not that great except maybe a couple, for example punisher fits made to solo cruisers/bc.
The opinion that active shield tanking is better because it repairs faster is wrong. Its better because it repairs more. LSBII+SBAII will repair 20% more than 2xMARII. Getting those repairs a couple of seconds faster will rarely save you in some situation but the real big difference is simply more ehp in a fight. It will take LSBII+SBAII a minute to catch up in repair with LASB, in a ship that has unlimited cap so you can run them constantly, so in practice it is much more, the fight will be already over before that happens. And since you can fit two of them they are better in pve as well. They are not better because they are "burstier", they are better because they give you more ehp. The same deal is with proposed MAAR, MARII will never catch up with it even if you have unlimited cap and can run them for the whole reload time of MAAR.
Why not just buff repair of regular reps to bring them in line with shield booster and nerf ancillary shield booster fitting (to bring it in line with shield booster+capacitor booster fitting requiraments) and limit to one per ship, that would fix active tanking completely, will not break anything or give you huge balancing problems in the future.
Also this does not adress the problems of buffer thanking at all, and that is where the real problems are. Speed has much bigger impact in damage calculation that signature, not to mention other benefits it bring. The problem is that mandatory propulsion mods, rig penalties for armor/shield tanking, mass of plates and mwd sig bloom basically negate the penalty of shield tanking and amplify the negative effects of armor tanking. This needs fixing.
Pretty much!
I you are concerned out that armor reps could get out of hand why don't we put a buffed version of the medium and large armor repairers on SiSi and see how it goes? Think of it as a trial and error on balancing active armor reps.
My proposals on medium and large armor reps would be: - medium armor repairer -> decreased cycle time from 12 to 8 seconds -> capacitor usage decreased from 160 to 80 capcitor (you still need two reppers to make them work which is 2x as taxing as one shield booster)
- large amor repairer -> decreased cycle time from 15 to 10 seconds -> decreased capacitor usage from 400 to 300 capacitor
If those changes would get out of hand with active reps we should know soon enough and you should have enough time to tweak some values across the board. Feel free to discuss.
Fitting tools can tell you only so much and your eft/pyfa values may tell you amazing things that will most likely never occur once you are in space and have to manage the mods
|

Jerick Ludhowe
Crimson HellHounds Drunk3n H00ligans
394
|
Posted - 2013.01.27 13:58:00 -
[967] - Quote
Roime wrote:
I withdraw my argument of med & large reppers not needing a rep amount buff and do my theorycrafting in a spreadsheet from now on.
I'd say that a modest increase to rep amount (no more than 10%) as well as a small decrease in cap consumption should be in order. Combined with the reduction in grid of medium and large reppers this should be enough to make the modules competitive w/o making anything glaringly over powered.
|

Roime
Shiva Furnace
1883
|
Posted - 2013.01.27 16:52:00 -
[968] - Quote
Jerick Ludhowe wrote:Roime wrote:
I withdraw my argument of med & large reppers not needing a rep amount buff and do my theorycrafting in a spreadsheet from now on.
I'd say that a modest increase to rep amount (no more than 10%) as well as a small decrease in cap consumption should be in order. Combined with the reduction in grid of medium and large reppers this should be enough to make the modules competitive w/o making anything glaringly over powered.
I agree that just a little bit of more reps would be enough. Then if the oversizing-related problem of XLASBs is fixed (they aren't OP on battleships), we'd be looking at a very much improved situation.
-á- All I really wanted was to build a castle among the stars - |

Takeshi Yamato
Ministry of War Amarr Empire
628
|
Posted - 2013.01.27 17:32:00 -
[969] - Quote
Armor repairers are meant to be more sustainable, whereas shield bosters are meant to have a higher peak tank.
If we compare the cap efficiency though, a shield booster + boost amp combo has slightly better cap efficiency (2.26 vs 2) while also having slightly better tank.
The only thing that makes armor repairs sustainable are cap recharge mods, which don't apply in PvP except on capitals. It applies to PvE, but in PvE armor tanks could use a buff anyway.
So reduce capacitor cost of small, medium and large armor repairers. It's only fair, armor tankers are generally using weapons that cost capacitor. |

Aralieus
Shadowbane Syndicate
83
|
Posted - 2013.01.27 21:23:00 -
[970] - Quote
Looks like I might have a reason to train Thermodynamics to V now Oderint Dum Metuant |

Mag's
the united Negative Ten.
13846
|
Posted - 2013.01.27 21:39:00 -
[971] - Quote
Aralieus wrote:Looks like I might have a reason to train Thermodynamics to V now Indeed. It will help with all th ASBs I'll be fitting, if these changes don't improve. 
CCP Zulu..... Forcing players to dock at the captain's quarters is a form of what we actually wanted to get through, which is making Incarna a seamless part of the EVE Online experience. |

Arkenai Wyrnspire
Turalyon Plus
148
|
Posted - 2013.01.27 22:48:00 -
[972] - Quote
Eh. The AAR seems a little weak compared to the ASB. It doesn't tank more and it's cap reliant. Sure, it can run a little longer and it has an ability to run on after the nanite paste runs out, but repping 45 hp per cycle isn't very good. Also, thinking about frigates, by the time the AAR runs out of paste there isn't enough cap to rep much more. That kind of negates the advantage, surely?
It's a nice buff, but it doesn't seem sufficient. |

Mund Richard
303
|
Posted - 2013.01.28 00:45:00 -
[973] - Quote
Fon Revedhort wrote:Mund Richard wrote:Although I don't remember when was the last time I heard of a single-repper BC/BS for PvP, and for multiple reppers you need a cap booster anyways, so this new module... Done that both at CS and BS level last year. One of my favourite setups was Phoon of 200 DPS tanked and 40k EHP. Proper tanking is so much more fun than overtanking. And you need a cap booster even for a single rep, btw. Was taking the AAR into account, so one repper = capless (on BS level a "no-brainer", as reps like a T2, only more spikey).
Though for a Phoon kiting, you need the cap booster just to run the MWD.  Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |

Vladimir Norkoff
Income Redistribution Service
87
|
Posted - 2013.01.28 00:53:00 -
[974] - Quote
Mund Richard wrote:Was taking the AAR into account, so one repper = capless (on BS level a "no-brainer", as reps like a T2, only more spikey). Though for a Phoon kiting, you need the cap booster just to run the MWD.  Errr..... the AAR still requires cap to run. It's not capless. Same cap requirements as a normal armor repper. Just reps more when loaded, and less when not.
|

Mund Richard
303
|
Posted - 2013.01.28 00:57:00 -
[975] - Quote
Vladimir Norkoff wrote:Mund Richard wrote:Was taking the AAR into account, so one repper = capless (on BS level a "no-brainer", as reps like a T2, only more spikey). Though for a Phoon kiting, you need the cap booster just to run the MWD.  Errr..... the AAR still requires cap to run. It's not capless. Same cap requirements as a normal armor repper. Just reps more when loaded, and less when not. :mazzive facepalm:
Doubt I failed reading comprehension so badly since I started playing.
oook... What's the point of the AAR again? Live longer before the first batch of charges run out, die afterwards more easily? Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |

Vladimir Norkoff
Income Redistribution Service
87
|
Posted - 2013.01.28 01:02:00 -
[976] - Quote
Mund Richard wrote::mazzive facepalm:
Doubt I failed reading comprehension so badly since I started playing.
oook... What's the point of the AAR again? Live longer before the first batch of charges run out, die afterwards more easily? Eh, pretty easy mistake to make tbh. Wouldn't sweat it.
As for the point of it? Reps more for a brief period of time. *shrug*
Personally I kinda like the suggestion of just applying the AAR mechanics to all current armor reps and forget adding in a new mod. But w/e. Fozzie will come up with something.
|

Edward Pierce
GoonWaffe Goonswarm Federation
40
|
Posted - 2013.01.28 01:03:00 -
[977] - Quote
Mund Richard wrote:Vladimir Norkoff wrote:Mund Richard wrote:Was taking the AAR into account, so one repper = capless (on BS level a "no-brainer", as reps like a T2, only more spikey). Though for a Phoon kiting, you need the cap booster just to run the MWD.  Errr..... the AAR still requires cap to run. It's not capless. Same cap requirements as a normal armor repper. Just reps more when loaded, and less when not. :mazzive facepalm:Doubt I failed reading comprehension so badly since I started playing. oook... What's the point of the AAR again? Live longer before the first batch of charges run out, die afterwards more easily? You can load it with paste and it reps almost 3x what a normal repper will, so you can get the 3x rep effect from just 2 reps.
This effectively frees up a low and reduces the cap usage to 2/3 of what it would be if you had a 3x rep setup. |

Mund Richard
303
|
Posted - 2013.01.28 01:12:00 -
[978] - Quote
Edward Pierce wrote:Mund Richard wrote:oook... What's the point of the AAR again? Live longer before the first batch of charges run out, die afterwards more easily? You can load it with paste and it reps almost 3x what a normal repper will, so you can get the 3x rep effect from just 2 reps. This effectively frees up a low and reduces the cap usage to 2/3 of what it would be if you had a 3x rep setup. 1) It fits easier than a T2 repper 2) While loaded, it reps 2,25/1,333 = 1,6875 times better than a T2 repper. 3) LAR level over time it still keeps up with the T2. Falls behind on SAR by a lot, MAR it's falling behind a lot slower. Takes 60 seconds to reload.
So I guess... LAR : Because it's just as good as T2 even in the long run. SAR : Because if you're lucky, the fight will be over before the T2 would catch up. MAR : Still thinking on that one. Wish there was a Rogue Drone Faction Battleship... Infested Domi! Including all the wiggly bits to tend to your swarm, droneboat role bonus, and ofc with turrets. |

Debir Achen
The Red Circle Inc.
45
|
Posted - 2013.01.28 04:22:00 -
[979] - Quote
Perhaps part of the issue with the ASB is missiles vs guns and CPU vs PG?
Compare: HAM II: 113 PG, 50 CPU Heavy Neutron Blaster II: 187 PG, 33 CPU 425mm Autocannon II: 154 PG, 25 CPU
On a missile boat, like a drake or caracal, I find myself limited more by CPU than by PG. Hardeners are cheap on PG, but chew CPU. After Shield Upgrades, an LASB consumes similar PG to a LSE II, but with over double the CPU.
In contrast, I find that PG is often the limiting factor on gunships. Swapping from an armour to shield tank on a gunship moves the primary tank limit from PG to CPU. If said ship happens to be tight on PG but has spare CPU, this is an immediate and noticeable booster.
I realise that gunships usually have more PG / less CPU than missile boats, but gunship with shield tank does allow some finessing options between the fitting limits than armor-tanked gunships and shield-tanked missile ships don't have. Aren't Caldari supposed to have a large signature? |

Vayn Baxtor
Community for Justice Paradox Trust
22
|
Posted - 2013.01.28 05:20:00 -
[980] - Quote
Probably asking for too much, but could we see some small +5%' or 10%'ish resists for the plates below 400mm? Would give the small ships some more interests in fitting them for armor tank reasons. Just a bone that could be tossed.
Overall, "sounds good to me", regarding these general armor changes.
Wish we could see a lot more use of PI-products as secondary ammo like with Nanite Repair Paste here. |

Allandri
Liandri Industrial Liandri Covenant
26
|
Posted - 2013.01.28 06:58:00 -
[981] - Quote
Replacing the speed penalty with an acceleration/agility penalty comes across as common sense. |

Hakan MacTrew
Caledonian Heavy Industries Sick N' Twisted
259
|
Posted - 2013.01.28 07:52:00 -
[982] - Quote
Vayn Baxtor wrote:Probably asking for too much, but could we see some small +5%' or 10%'ish resists for the plates below 400mm? Would give the small ships some more interests in fitting them for armor tank reasons. Just a bone that could be tossed.
Overall, "sounds good to me", regarding these general armor changes.
Wish we could see a lot more use of PI-products as secondary ammo like with Nanite Repair Paste here. Such as an 'Energized 400mm Nanofiber Armour Plate'? Interesting concept, maybe sacrifice some of the raw armour bonus for a small resist buff... Certainly more helpful in solo active fits and fleet ops with logo support.
I almost exclusively use shields, and I think this could be something that would help armour tanking out. Making your armour count for more.
If the bonus was small, like only a 5% or even 10%, I wouldn't even bother with stacking penalties either. MODULAR DRONES
MORE ORE SHIPS |

Garviel Tarrant
Beyond Divinity Inc Shadow Cartel
504
|
Posted - 2013.01.28 09:20:00 -
[983] - Quote
Vizvig wrote:Akturous wrote:[quote=Vizvig]If today hyperions perma tanking 2-3k DPS, how we will be counter them tomorrow?
You have to think about it. You cannot balance ships around the insane tank they get with maxed t3 bonuses. If people think the tanks too much (which it f u c king isn't, because everyone brings a blob when they see a classic active tanked ship) then bonuses need addressing (which they are being). You know without bonuses, just a lowely set of low grade crystals and a DG large booster, a sleip only tanks 551 dps and it's not even cap stable tanking that. So a command ship with a faction booster can't even tank a drake, a god damn drake. If you use asb you can't sustain your tank long enough now with the nerf to booster volume. You know bonuses will never get nerfed, it's time to fix insane tank via nerf base rep amount, and deliver more madness to eve balance.
Why everyone bringing blob to chew classic aktive tanked ship? But not bringing blob when see regular passive tank lyke vagabond.
You know a Nerf has already been announced right? Both in amount and bringing them on grid. |

Sinzor Aumer
Atlas Research Group Aerodyne Collective
77
|
Posted - 2013.01.28 09:42:00 -
[984] - Quote
Vayn Baxtor wrote:Probably asking for too much, but could we see some small +5%' or 10%'ish resists for the plates below 400mm? +1 for this, under-sized plates should have some additional advantages. Furthermore, we can see some interesting dual-tanked fits (I mean active+passive tanking, not what you thought, weirdos!)
|

Alx Warlord
SUPERNOVA SOCIETY Tribal Conclave
356
|
Posted - 2013.01.28 10:43:00 -
[985] - Quote
Little Dragon Khamez wrote:Perihelion Olenard wrote:Little Dragon Khamez wrote:... So Fozzie, how about no PG for plates and no cap use for reppers (just nanite paste). So you'd have nothing against cruisers fitting 3-4 1600mm plates for an absolutely absurd amount of HP? Nope not at all, on the grounds that other penalties apply, such as inertia/agility and as mentioned in my other posts acceleration. If you are dumb enough to stick 1600mm plates on a frig then good luck, it would be so heavy and so difficult to move or point at anything those 1600mm plates wont matter that much. If plates mass more than the ship then that genuinely is stupid enough to warrant a Darwin award for naturally self selecting. I just think that acceleration/agility/inertia can be made just as powerful as penalties as PG with the right mechanic.
Can you foresee a frigate taking more time to align and warp then a freighter? Please read this! > New POS system (Block Built) Please read this! > Refining and Reprocess Revamp |

KatanTharkay
Blue Republic RvB - BLUE Republic
7
|
Posted - 2013.01.28 11:00:00 -
[986] - Quote
Vayn Baxtor wrote:Probably asking for too much, but could we see some small +5%' or 10%'ish resists for the plates below 400mm?
That's something worth considering for the 800mm, 200mm and 50mm plates.
|

Veshta Yoshida
PIE Inc. Praetoria Imperialis Excubitoris
509
|
Posted - 2013.01.28 11:45:00 -
[987] - Quote
More EHP, either through resists or stat bumps, are unnecessary. The Dps/EHP ratio for frigates-cruisers is right where it should be, if anything the EHP on 400 plates should be reduced as it is the most commonly used oversizing option for frigs/destroyers. That said, the 800 plate is rarely used as most cruisers and all BC+ use 1600's but buffing one and not the others makes little sense. Were plates to have an additional benefit then let it synergize with AAR through a slight cap reduction on active mods (plate used as temporary capacitor) or increased rep amount (plate mass used for constructing additional nano-bots).
The convoluted way would be to give the various plates (Steel, Tungsten etc.) separate and unique bonuses while equalizing the EHP benefit across the board .. would boost market value for almost all the plates not currently used (ie. all but Tungsten) and could pose some interesting decisions in the fitting screen.
Plates should in no way, shape or form be buffed "on their own" beyond what has already been proposed (lowered mass) as it will exasperate the 'buffer everything' problem making this whole exercise to improve active tanking a waste of energy. |

raawe
Imperial Shipment Amarr Empire
1
|
Posted - 2013.01.28 11:52:00 -
[988] - Quote
CCP Fozzie wrote:
Change the penalty on all active armor rigs (Aux Nano Pump, Nanobot Accelerator, and the new Nanobot Overcharger) to increase the powergrid use of local armor reps by 10% instead of reducing ship velocity. Note this is increasing the PG use of the reps by 10% (or 5% at Armor Rigging V) not decreasing the total PG of the ship.
Armor repair amount will need to be buffed cuz it's already tight fit on most dual rep fits
CCP Fozzie wrote: Plates
Add a new skill to the game called Armor Upgrades. This skill reduces the mass penalty of all armor plates by 5% per level. (Int/Mem, rank 3, requires Mechanics 3) This skill affects all plates (including 1600mm) and is separate from the stat change listed below.
Reduce the base mass penalty on all 800mm, 200mm and 50mm plates by 20%
Great, will make those slow amarr ships more viable in PVP
CCP Fozzie wrote: Ancillary Armor Repairer
Not the same mechanic as the ASB, please read to the end.
Always uses the same cap as a normal (T1/T2/Named) Armor Repper
When not loaded with Nanite Repair Paste, has 3/4 the rep amount as a T1 Armor Repairer
When loaded with Nanite Repair Paste triples rep amount (so reps 2.25x a T1 repairer when loaded)
Same cycle time and fittings as T1 reps
Smalls use 1 paste per cycle, mediums 5, larges 10. Can hold 8 cycles worth of paste at a time. Reload time is 1 minute just like an ASB, but the longer cycle time of armor reps means it goes longer between reloads
Limited to one per ship
Fitting req same as T1 reps?
Btw do you plan to add some armor rigs that will affect modules like Armor Thermic Hardener? (cap usage, increased resists or something like that)
|

Sinzor Aumer
Atlas Research Group Aerodyne Collective
77
|
Posted - 2013.01.28 12:32:00 -
[989] - Quote
Veshta Yoshida wrote:That said, the 800 plate is rarely used as most cruisers and all BC+ use 1600's but buffing one and not the others makes little sense. Were plates to have an additional benefit then let it synergize with AAR through a slight cap reduction on active mods (plate used as temporary capacitor) or increased rep amount (plate mass used for constructing additional nano-bots). When one module (or ship) is under-used, it needs buffing - and it makes sense. It was done to frigates and cruisers and everyone's happy. Tier-cide of modules is just a question of time, and I dont see a reason why we cant start now.
I like the idea of increasing rep amount by installing plates, not just for ancillary one (which must die), but for all reps. |

Edward Olmops
Sirius Fleet
41
|
Posted - 2013.01.28 12:39:00 -
[990] - Quote
An idea about the AAR:
What if the AAR would only use up charges (and provide the 225% burst tank) WHEN OVERHEATED? (if not overheated, any remaining charges just sit in the repper forever)
1. This would emphasize the use of overheating and the emergency/burst nature of the module. Either I am in URGENT need for more armor or I am not. So most likely I will want to use heat and burst at the same time (as long as the module won't melt way faster than it has spent all Nanite Repair Paste). 2. The specialty of the AAR as opposed to the ASB should be sustained tanking. Lets say I run a complex/mission whatever PvE thing that requires sustained tanking. I am in a dangerous environment like lowsec and expect to be ambushed all the time. So basically, I need a ship that is BOTH capable of PvE and PvP (at least to a certain degree). It would be a nice thing if I now could trade my required active tank for a weaker one (75%) with the option of burst tanking in an emergency. Now, if the thing works like the ASB, I can't do that with an AAR. if I go in with the repper full of Nanite Paste, I cannot activate it without wasting the precious Paste to the NPCs. And if I have no charges in it, I simply have a crappy armor repairer with 75% efficiency - I won't have the 1 min time to reload when ambushed! So I would need an extra button "use with charges/without charges". => Solution: couple it to overheat. 3. Since Nanite Repair Paste will both be used for loading the repper and repairing heat damage, there would be a synergy. I just have to keep track of ONE pile of ammo. Plus one can repair & reload at the same time. At least that works with ASBs. I pretty much overheat them all the time, the minute reload time is more than enough to repair the heat damage and the overheat bonus adds nicely to the burst tank. |
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