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Thread Statistics | Show CCP posts - 1 post(s) |
itsabird
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Posted - 2006.11.25 12:20:00 -
[1]
Remote armor repairers are now no longer effected by the "Repair systems" skill, which makes all repairers, both targetted and self, cycle 5% faster per level.
This means remote armor repairers are now 25% less effective if you have the skill at level 5.
Thanks a bunch ccp.
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Jiekon
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Posted - 2006.11.25 12:22:00 -
[2]
Originally by: PatchNotes Repair system is no longer required for the remote armor repair systems nor will it give a bonus to these systems.
The patch notes says it, right there. ___________________________ ~Jiekon
Known Issues Bug Reporting
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Jim McGregor
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Posted - 2006.11.25 12:23:00 -
[3]
Jiekon was faster than me. --- Eve Wiki | Eve Tribune | Eve Pirate |
Khadur
Minmatar Spontaneous Defenestration
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Posted - 2006.11.25 12:29:00 -
[4]
WTF
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The Slayer
Caldari Black Omega Security The OSS
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Posted - 2006.11.25 12:32:00 -
[5]
Think he means stealth nerf in that it wasnt mentioned EXCEPT in the patch notes. Maybe? Whatever, lame change. Hardly anyone uses remote reps, even less use now :(
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Vazion
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Posted - 2006.11.25 12:36:00 -
[6]
Originally by: The Slayer Think he means stealth nerf in that it wasnt mentioned EXCEPT in the patch notes. Maybe? Whatever, lame change. Hardly anyone uses remote reps, even less use now :(
People didn't spam the forums about it you mean......YET.
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Vasiliyan
PAX Interstellar Services Anarchy Empire
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Posted - 2006.11.25 12:38:00 -
[7]
Given that they weren't all that useful in the first place, especially compared to rep drones, is there going to be a proper fix to logistics eventually?
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Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2006.11.25 12:53:00 -
[8]
Seems like a very odd decision. I mean its not like remote repper ships are all that useful / common atm, in TQ. Nerfing them is hardly going to help........... -----------------------------------------------
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Pia Domina
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Posted - 2006.11.25 13:07:00 -
[9]
Leaving aside the various "wtf" and other similar but pointless posts so far...
Have we got any idea why this has been done? As a couple of people have said, it's hardly going to make an already little used module and ship class more popular. While it's not going to shake the foundations of the universe, I would be interested to see a dev-blog mention the reason, or a dev to post a brief reply - 'cos I don't see any sense in it at the moment.
(Only think I've been able to think of is as a way of mitigating the effects of the 50% HP increase, but this would be counterproductive surely, since the whole idea is to make battles last longer...)
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Brugar
Minmatar Raging Phoenix Incorporated
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Posted - 2006.11.25 13:11:00 -
[10]
Originally by: itsabird both targetted and self, cycle 5% faster per level.
Armor reppers that repair your ship still work though, right?
No?
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Ihar Enda
Caldari
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Posted - 2006.11.25 13:40:00 -
[11]
Originally by: Pia Domina Have we got any idea why this has been done? As a couple of people have said, it's hardly going to make an already little used module and ship class more popular. While it's not going to shake the foundations of the universe, I would be interested to see a dev-blog mention the reason, or a dev to post a brief reply - 'cos I don't see any sense in it at the moment.
My thoughts exactly.
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Roy Batty68
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Posted - 2006.11.25 14:09:00 -
[12]
Probably related to the HP increase somehow.
Originally by: Big Al
Well, if there was a law against stupidity, the server would certainly lag less.
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Pick Me
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Posted - 2006.11.25 14:57:00 -
[13]
Originally by: Pia Domina Have we got any idea why this has been done? As a couple of people have said, it's hardly going to make an already little used module and ship class more popular. While it's not going to shake the foundations of the universe, I would be interested to see a dev-blog mention the reason, or a dev to post a brief reply - 'cos I don't see any sense in it at the moment.
(Only think I've been able to think of is as a way of mitigating the effects of the 50% HP increase, but this would be counterproductive surely, since the whole idea is to make battles last longer...)
When will people understand that change have nothing to do with what's beeing use the most, what will turn everything upside down or if there is a lot of forum request about it... but are the result of carefully planned evaluation?
I think it's because of the Rigs/new combat implants a lot more than the HP increase. I will surely keep on using them. |
Patch86
Di-Tron Heavy Industries Freelancer Alliance
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Posted - 2006.11.25 16:47:00 -
[14]
Originally by: Pick Me
When will people understand that change have nothing to do with what's beeing use the most, what will turn everything upside down or if there is a lot of forum request about it... but are the result of carefully planned evaluation?
I think it's because of the Rigs/new combat implants a lot more than the HP increase. I will surely keep on using them.
Well its all very well and good, but surely CCP intended people to use logistics in battle (hence having dedicated repper cruisers and T2 logistics ships). Atm, barely anyone uses them, because they're not very good- they don't repair shockingly much, they burn too much cap to be sustainable, and (due to always being called primary) don't survive very long in PvP.
Nerfing it seems a bit counterproductive- they've been screaming out for a boost for years, a small boost now would have been just what the doctor ordered. -----------------------------------------------
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keepiru
Supernova Security Systems
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Posted - 2006.11.25 17:13:00 -
[15]
Yes, a nerf was exactly the thing remote reppers needed ----------------
Kali ships worth flying left: Harbinger, Rokh. Only 2 left tux, you can make it! |
Tachy
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Posted - 2006.11.25 17:50:00 -
[16]
Btw. stealth has been nerfed. You can probe out scanned ships with the changes. No more quick stops when the nature calls. --*=*=*--
The cause for this is not yet known, but we do have a possible fix in testing. by Sharkbait | 2006.09.20 |
Hllaxiu
Shiva Morsus Mihi
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Posted - 2006.11.25 18:00:00 -
[17]
Logistics ships had to stagger their reps anyways so that they could actually run their cap intensive reps. This change makes it easier for them to do their jobs, especially in high lag situations. --- Our greatest glory is not in never failing, but in rising up every time we fail. - Emerson |
Malthros Zenobia
Caldari Independent Navy Reserve
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Posted - 2006.11.25 19:33:00 -
[18]
Originally by: Tachy Btw. stealth has been nerfed. You can probe out scanned ships with the changes. No more quick stops when the nature calls.
That's one hell of a bathroom break you must take.
How fast are you decloaking a SS'ed cloaked ship on Sisi, if you've tried it at all?
Originally by: kieron The Carrier was never intended to be a solo OMGWTF mission-farming PWNmobile.
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mechtech
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Posted - 2006.11.25 20:06:00 -
[19]
They needed a cap use reduction, not a speed nerf.
It would add alot more strategy to the game if remote reps were more viable to use effectivly.
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Kunming
Amarr adeptus gattacus Lotka Volterra
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Posted - 2006.11.25 21:13:00 -
[20]
Originally by: Khadur WTF
QTF...
Quote: READ THIS NEXT PART CAREFULLY AS IT IS VERY IMPORTANT AND POSTING A REPLY WITHOUT READING IT MAY RESULT IN YOU LOOKING STUPID.
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Sakura Nihil
Tabula Rasa Systems The Star Fraction
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Posted - 2006.11.26 19:14:00 -
[21]
What the hell guys .
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