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Baherroth
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Posted - 2006.05.26 15:46:00 -
[1]
Nanite Enforcer I
Boosts the efficiency of nanite restorers in armor repairs, therefore increasing the amount armor repairers repair by.
Bonus: 25% Armor Repair Amount 5% Less Armor Repairer Capacitor Use Negative Effect: -25% Shield Boosting Amount 5% More Shield Booster Capacitor Use
Require Med Slot This will stop if used armor tankers from tanking shields aswell, and vice versa
CPU : 40 PG : 5
also , what is a good Amarr corp that you get Good Agent Offers at higher levels
thanks,
feedback please baherroth
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Fred DeLuca
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Posted - 2006.05.26 16:39:00 -
[2]
So basically an armor version of a shield boost amp? Yes please.
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Baherroth
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Posted - 2006.05.26 16:46:00 -
[3]
oh yes :)
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TomParad0x
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Posted - 2006.05.26 17:13:00 -
[4]
I agree with this :) if sheilds should get one armor should too.
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Muerte Rapida
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Posted - 2006.05.26 22:02:00 -
[5]
/signed
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Baherroth
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Posted - 2006.05.26 22:11:00 -
[6]
the t2 Version could be something like this
Nanite Enforcer II
35% Armor Repair Amount 8% Less Armor Repairer Capacitor Use
really i thought of the idea to give armor tanking a little more flexibility cos atm, you go for high res and try to dual rep, with this its possible we could reinforce repair of our repairer and focus on res, which will decrease our cap usage but also increase survivability
because atm also, with the faction boost amplifiers, ive seen a scorpion talk a carriers damage because of a faction xl booster and 2 faction amplifiers, with the rest on hardenrs and PDS II which is just insane
just an idea though
soz for the long post :P booorrring :P
bah
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Sakura Nihil
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Posted - 2006.05.27 03:10:00 -
[7]
/signed, only fair for balance issues imo
1st Lieutenant Sakura Nihil CEO, Tharsis Security
Tharsis is now recruiting PvPers/Pirates |
Sirial Soulfly
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Posted - 2006.05.27 03:26:00 -
[8]
Not signed, it would make armor tanking more like shield tanking and that would be boring.
Even if you implement a module like that it should be a low slot, use at least 50 cpu or more and make the repper use more cap not less.
Maybe the module itself could be an active module which would use 25 cap per 10 seconds.
A negative to shield boosting on such a module is useless since you arent going to shield tank if you armor tank.
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Commoner
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Posted - 2006.05.27 22:56:00 -
[9]
would utterly overpower armortanking.
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Maya Rkell
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Posted - 2006.05.28 03:24:00 -
[10]
Originally by: TomParad0x I agree with this :) if sheilds should get one armor should too.
why?
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K Shara
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Posted - 2006.05.29 12:43:00 -
[11]
riiiggghhhtttttttt......
you can have that as long as you reduce the cap use of my shield repper to compensate oh...
but be fair. make it a nice 50 CPU hunk from your fitting to keep ot fair.
also why does it effect shields ?
its a stupid idea for a module anyway, but thats worse <><><><><><><><><>
Contraband
<><><><><><><><><> |
Jurushy
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Posted - 2006.05.29 14:07:00 -
[12]
Edited by: Jurushy on 29/05/2006 14:10:44 well my imagin of such a modul would be
lowslot 30% armor repair bonus 750-1500 powergrid use
oh and if we do this so plz nerf caprecharger for medslots i mean someting like -5% or -10% to armor repair systems
this would make the 2 tank systems more equal
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Reggie Stoneloader
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Posted - 2006.05.29 17:12:00 -
[13]
Put it in a low slot.
The shield one goes in a medium slot, and that means we lose a slot for a hardener/extender/booster. Being able to add this module without sacrificing anything else from your tank would tip the scales too far.
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Tarron Sarek
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Posted - 2006.05.29 18:04:00 -
[14]
Too strong, no real disadvantages and ".. it would make armor tanking more like shield tanking and that would be boring." (QFT).
Thanks, but no thanks.
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Deja Thoris
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Posted - 2006.05.29 19:13:00 -
[15]
As was said by others.
Wholly unbalanced.
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Aeaus
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Posted - 2006.05.29 22:31:00 -
[16]
Originally by: Deja Thoris As was said by others.
Wholly unbalanced.
Agreed.
Shields and Armor are completely different beasts, if you want to address balance you should compare pimp shield mods vs pimp armor mods.
I also fail to see how this is a new idea.
My Guides (Recomended Reading) |
lofty29
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Posted - 2006.05.29 23:02:00 -
[17]
IMO, to balance it more, make it 25% Armor rep amount with 5 - 10% MORE Cap use. ---------------------------
I wanna be dev-jacked |
Packtu'sa
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Posted - 2006.05.30 05:07:00 -
[18]
The second this module is added, armor tankers will invade all corners of EVE, somehow get into Jovian space, and they'll tank TomB's nerfbat as they shred him to pieces.
Okay, that may have been a bit dramatic, but it's not too far from reality. If you add this module, you'll need to compensate-- by doing something crazy like giving individual ship shields the ability to consume fuel to go into a starbase-like reinforced mode, where the ship becomes invulnerable for a period of time. Hey, it makes sense, doesn't it? It's certainly a technology present in EVE, why not add it to ships?
Certainly, it makes sense in the EVE world; but in the EVE game, it would totally destroy the balance of combat.
Packtu'sa Founder/CEO Nabaal Construction and Industrials Corp |
Quebber
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Posted - 2006.05.30 08:44:00 -
[19]
1) if you do the maths atm then Armor tanking is already better than shield tanking, so by putting this mod in, it will mean that armor tanking will become OP, and basically caldari will become screwed, as they mainly shield tank!
2) Shield booster amps, only increase the amount you boost by, not decrease the amount of capacitor needed, ie: if it is introduced then there should be no capacitor bonus... only increased amount!
Example: Bonus: 25% armor repair amount ONLY!
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