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Novo DuPont
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Posted - 2003.12.17 09:10:00 -
[1]
Correct me if I am wrong but did not armor repairers fit in med slots before update?????
Having them in low slots is ... well... interesting to say the least.
"To succeed greatly one must sacrifice greatly"
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Dust Puppy
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Posted - 2003.12.17 09:36:00 -
[2]
I was just thinking if that would make it more viable option to use armour repairers in battle. In Amarr ships ofcourse. __________ Capacitor research |

Jarjar
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Posted - 2003.12.17 09:38:00 -
[3]
Ship Management:
* Armor Repairer has been moved from medium slot to low slot. It will stay fitted in medium slots on ship and players will be able to activate them, but once it gets unfitted it can only be fitted into low slot after that.
Probably a good change.
Remember to move your warp core stabs to lows also, they won't work otherwise 
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Archemedes
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Posted - 2003.12.17 14:16:00 -
[4]
Hmmm... Apocalypse with 2 named large shield boosters, a shield boost amplifier, some armor mods, an armor repairer or two, and a bunch of projectiles...
Can we say "tank from hell"? 
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Stepping Razor
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Posted - 2003.12.17 16:31:00 -
[5]
So do they still use cap? Can't try it for a few hours, but I sure did take a lot of armor damage last night that needs fixing.
Razor
Originally by: Bonaventure Phaidon CCP is the best at at least three things: 1. Really, really fun gameplay 2. Good forum presence 3. Inventing new and exciting ways to bring about in-game catacly
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Jarjar
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Posted - 2003.12.17 16:39:00 -
[6]
Quote: So do they still use cap? Can't try it for a few hours, but I sure did take a lot of armor damage last night that needs fixing.
Of course, otherwise using 3-4 would be the percect tank. 
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Stepping Razor
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Posted - 2003.12.17 16:47:00 -
[7]
Hmmm. That will make things intesesting. I can't remember a low slot module in ages that required activation and used cap.
It'll make PvP more interesting, swapping between 3 levels not just high and mid.
Hmmm. All this stuff moved to low slots WILL make load-outs much more varied won't they?
Razor
Originally by: Bonaventure Phaidon CCP is the best at at least three things: 1. Really, really fun gameplay 2. Good forum presence 3. Inventing new and exciting ways to bring about in-game catacly
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Lanu
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Posted - 2003.12.17 18:37:00 -
[8]
yes it wil... more medium slot's to fill up with ew , extra power/shield...
boo
"You are most like the Cat, lazy and quiet. You aren't very exciting yet everyone notices your presence."
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Stepping Razor
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Posted - 2003.12.17 18:51:00 -
[9]
Quote:
Of course, otherwise using 3-4 would be the percect tank. 
Brings up another interesting point. With all those low slots Gallente MIGHT even be a little freer to do that suicide blaster charge thing TomB seems convinced we should do. With an armour repair or 2 in low slots we could still tank the mid slots(MWD excepted) and let the enemy eat a bit of our armour before we are close enough to neutralize the effects of most missles and L turrets.....
Interesting.... Razor
Originally by: Bonaventure Phaidon CCP is the best at at least three things: 1. Really, really fun gameplay 2. Good forum presence 3. Inventing new and exciting ways to bring about in-game catacly
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Zarquon Beeblebrox
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Posted - 2003.12.17 20:37:00 -
[10]
Do we get a short cut for low slots ? Like "Alt + F1" ?
-- Lady Beeblebrox
Teddybears movies
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Stepping Razor
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Posted - 2003.12.17 20:40:00 -
[11]
It's already in game. Shift-F1.
Just never need to use it :) Razor
Originally by: Bonaventure Phaidon CCP is the best at at least three things: 1. Really, really fun gameplay 2. Good forum presence 3. Inventing new and exciting ways to bring about in-game catacly
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Archemedes
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Posted - 2003.12.18 04:21:00 -
[12]
Actually, the activated armor plating modules (the 30%+ armor resist mods) have been around for a while, and now the armor repairers... we might actually click the low slot button every now and then now. :)
Considering their good mix of high and low slots and minimal cap use for weapons, Tempests fitted with both shield and armor defenses might just be the next big thing in battleships.
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Fritz Ionar
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Posted - 2003.12.18 06:35:00 -
[13]
What about hullrepairers? Are they low-sloters to now?
Activated armorplating? Never heard of... not saying they don't exist, just never heard of them. |

Dust Puppy
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Posted - 2003.12.18 06:48:00 -
[14]
I¦m pretty sure hull repairers are still med slot item. __________ Capacitor research |

Slave Miner
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Posted - 2003.12.18 09:03:00 -
[15]
The change further nerfs armor tanks, well i guess we all have to be cookie cutter long range shield tanks.
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Archemedes
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Posted - 2003.12.18 11:11:00 -
[16]
Hull repairers are still medium slot. And by activated armor items I meant the 'energized' armor resist mods... or do those not have to be turned on?
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TomB
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Posted - 2003.12.18 11:21:00 -
[17]
Quote: Brings up another interesting point. With all those low slots Gallente MIGHT even be a little freer to do that suicide blaster charge thing TomB seems convinced we should do.
DO IT 
"Where is my hat?" |

TomB
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Posted - 2003.12.18 11:24:00 -
[18]
Quote: What about hullrepairers? Are they low-sloters to now?
Activated armorplating? Never heard of... not saying they don't exist, just never heard of them.
- Hull repairers are still medium slot, all hull modules will get checked soonishÖ
- Activated armorplating = Armor Hardeners, they are not available on the market as blueprints (possibly being sold right now by players)
"Where is my hat?" |

DREAMWORKS
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Posted - 2003.12.18 12:05:00 -
[19]
:[ Can you make some mid slot armor repairers too? I just thought out a tank on an apoc with mid slots... :[ __________________________
http://www.nin.com/visuals/thtf_hi.html |

Novo DuPont
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Posted - 2003.12.18 12:41:00 -
[20]
Edited by: Novo DuPont on 18/12/2003 12:44:37
Thanks for the info Tomb really appreciate it 
BTW seen this post yet? Link to post
"To succeed greatly one must sacrifice greatly"
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Severus Trajan
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Posted - 2003.12.18 14:53:00 -
[21]
Quote: The change further nerfs armor tanks, well i guess we all have to be cookie cutter long range shield tanks.
Er, wot? How do you figure that? I kinda figured this improved the chances of running an armor-based defense. Please elaborate...
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TomB
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Posted - 2003.12.18 16:10:00 -
[22]
Quote: BTW seen this post yet? Link to post
Ya ... what am I doing there, playing games?
"Where is my hat?" |

j0sephine
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Posted - 2003.12.18 17:01:00 -
[23]
"The change further nerfs armor tanks, well i guess we all have to be cookie cutter long range shield tanks."
Uhmm. Shield tanks have to divide their middle slots between shield hardeners, shield extenders and shield boosters. Armor tanks now have to divide their low slots between armor hardeners, armor plates and armor repairers.
... seems fair, if nothing else. o.O
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Trianon Starstealer
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Posted - 2003.12.18 17:43:00 -
[24]
Hmmm...not sure how it nerfs an armour tank..... I quite like the changes, I use shield hardeners and armour repairs and boosters...... add in the cap changes and Apoc's rock now.
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Stepping Razor
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Posted - 2003.12.18 19:29:00 -
[25]
Hey TomB, since you're reading this thread, have you considered the suggestion put up re. Gallente of having ship skills for MWD cap useage and thrust being there for Gallente BSes?
I'm actually interested in using a Domi or 'thron in PvP with Blasters but if Gallente BSes use as much cap as others to MWD up to range, it's not going to happen. For example Dominix 10% less cap useage for speed boost modules, Megathron 10% less cap useage and 5% greater speed boost?
Just an idea. I can't imagine lasting long if I have to use half my cap to get in range of my opponent. Maybe I'm just a wimp, but I need to have a little cap left for a shield booster and my guns .
Quote:
Quote: BTW seen this post yet? Link to post
Ya ... what am I doing there, playing games?
Razor
Originally by: Bonaventure Phaidon CCP is the best at at least three things: 1. Really, really fun gameplay 2. Good forum presence 3. Inventing new and exciting ways to bring about in-game catacly
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Slave Miner
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Posted - 2003.12.19 01:04:00 -
[26]
Quote: "The change further nerfs armor tanks, well i guess we all have to be cookie cutter long range shield tanks."
Uhmm. Shield tanks have to divide their middle slots between shield hardeners, shield extenders and shield boosters. Armor tanks now have to divide their low slots between armor hardeners, armor plates and armor repairers.
... seems fair, if nothing else. o.O
Shield tanks don't need shield extenders, it's just that little more comfort, cap recharge time, armor tanks need armor upgrades because every little bit of armor means that you can take more damamge before your hull starts taking increasing damage. Shield tanks don't have to use up low slots for thier shield hardeners which reduce damage by 50%(at a small expense of cap), they can use up all thier low slots for cap power relays and power diags, an armor tank has to balance the armor hardeners which do 32% damage reduction with cap power relays and power diags. Ontop of it all shield boosters boost at the most every 5.4 seconds, a named large armor repair boosts 800 armor every 15 seconds before skills, then there is the smaller fact that skields regenerate themselves.
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Kovak
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Posted - 2003.12.19 01:16:00 -
[27]
I tried out the armour+blasters close range thing before the patch hit tq, (and hence before the move of the armour repairers)
I tried various setups but basically if you have all your low slots filled with armour hardeners you can get good resistances, my armour stats were something like at least 60% res on most damage types with closer to 70% for em and thermal.
So the armour took a lot of beating, the problems basically come from the fact that the armour hardeners use alot of cpu when all added together. Making it difficult to fit large weapons, you can get around that tho, I was fitting the best named medium blasters and they were pretty effective.
But the worst problem with the strategy is basically the mwd, if your at 50k away from your target forget it, you'll have no cap by the time you get there, if your at 20k its still touch and go... you'll get there but you might have lost half your cap, when running your guns+an armour repairer that soon goes.
One method I did try which did seem primising was to use the cap injectors. I had my cargo hold packed full of 400 cap battery things, Use as much power as I wanted to get in close and then supply my guns with the cap from the cargo hold. This made things a bit more even, but you have to bear in mind youur target has been firing at you for however long it took you to get in range, they still have plenty of cap left to run their shield defense and you've probably already lost a proportion of your armour.
Not to mention that this strategy is utterly and completely hopeless against any ship with missiles. The missiles will knock you back faster than the mwd will push you forward.
I really think there needs to be a better detterant against missiles, some form of missile killing drone would seriously be a good idea, I know everyone would complain but if you made em big enough so that not too many can be carried you could actually create a ship that is the natural nemesis of the raven e.g. the dominx or typhoon.
But I digress, to get back to the point the one thing stopping close range combat at the moment is the MWD pure and simple.
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ClawHammer III
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Posted - 2003.12.19 07:15:00 -
[28]
Edited by: ClawHammer III on 19/12/2003 10:20:45 As stated before this change does nothing to promote armor usage. In fact it hinders it greatly because you must now balance your low slots with energized plating, armor reinforces, cap relays, and now the armor repairer. Also, because armor related modules take up so much Powergrid and CPU you will almost certainly need a CPU and/or power mods so you can fit the necessary armor modules and enough guns.
Now that another low slot must be sacrificed it will be vary hard to pull of an effective armor defense.
Here are some suggestions to improve armor defense balance in light of the recent changes:
1. Change the Repair Systems skill to 5% repair amount instead of 5% less duration 2. Decrease fitting requirements on armor and hull repairers 3. Decrease hull repairer duration or increase hull repair amount 4. Decrease armor bleed though amount or introduce a skill which can do so, similar to the Tactical Shield Operation skill
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Novo DuPont
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Posted - 2003.12.19 08:22:00 -
[29]
Actually you were working hard at patching the update, but then you DO have to play the game to test it 
"To succeed greatly one must sacrifice greatly"
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Archemedes
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Posted - 2003.12.19 15:13:00 -
[30]
This change may make pure armor tanks a bit weaker, but it also opens up the possibility of a combined shield / armor tank setup.
For an Apoc, you could use a shield booster, shield boost amp, some armor repairers, armor plates, armor hardeners... and fit missiles and projectiles so all your cap is saved for defense. I'm not sure how hard you would hit, but you could take a LOT of punishment...
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